Showing posts with label Alduin. Show all posts
Showing posts with label Alduin. Show all posts

Sunday, 21 August 2016

Skyrim: Non-Starters

Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!

Riften turned out to be a very short stop on my equally short bandit hunting quest. The trail of pushover brigands, some of whom fought each other because one was a werewolf (lol, what was going on there?) I finally found their boss, Fin, beneath the College of Winterhold. It was a short duel, and while he had decent speed I was simply too agile for him.

The surviving mages then told me of the return of the Master Dragons, Alduin's liutenants (who by this tale are a few years too late). Alas compared to the monstrous dragons I've already fought they are but a footnote and were easily hunted and executed. Finally I could get back to Jarling - but upon return to Whiterun I found it under attack by a group of bandits who were soundly being defeated by the guards. I watched with pride as my guardsmen sent them packing. I tailed a few of the good looking survivors back to Riverwood where they agreed to work for me instead of being executed. I got B.T. to join the party while her compatriots Bandit, Marauder and Bo guarded the small village.

It seems dragons come in all colors now...

Back at Whiterun the guards informed me of some Oblivion Gate opening nearby, but when I went to the spot there was nothing there. Looks like once again, they had everything under control! Finally back in town, Belethor let me take a look a new book in his shop - one that transported me to a modern motel with a horror motif. This asylum was indeed quite creepy, complete with mute people blankly staring into space, but with all the locked doors it soon became boring and I teleported my self back to Whiterun to do some actual work.

Why anyone would want a painting of that hanging around is a mystery.

Tuesday, 4 September 2012

Skyrim Scenario: A Curse of Iron

Not really part of my "adventures" per se, but it's Skyrim related! :P

Shackles - how every Elder Scrolls game begins! :P

Preface:
Inspired by the challenge section of the Skyrim Blog, I made this for Skyrim fans such as myself who wanted another adventure to run, either out of fandom, boredom or just more roleplaying story material. It can be done by anyone, but is more geared towards people who have already finished the civil war and Alduin storylines. Since the difficulty level is more or less self-imposed, feel free to tailor and adjust it to your play style. After all, there's no point in slugging it out with this just to be hardcore if you're not having fun. You can also post copies of it elsewhere as long as you are nice enough to give a link back to here! :)

Introduction:
After completing a task or visiting a friend in the Reach, you decide to spend the night in the mountain side city of Markarth. It is a restless sleep, plagued by strange nightmares and you awake with a cold sweat and a minor headache. Somehow you feel weaker and can sense the lingering taste of magicka all around you. Deciding to investigate you grab your gear but suddenly let go with a small yelp. Almost all your items now burn you when you touch them... except those made of iron, cloth, hide and leather. The same goes for any enchanted equipment of any kind, and when you uncork a healing potion to remedy your burn the mere smell of it makes you dizzy and nauseus - as if it was poison! You try to curse out loud but all you can manage is a soft whisper.

Setup (do all of this first):
You'll need a standard six-sided dice (1d6).
Make a Clean Save - one you won't overwrite so you can undo everything here if need be.
Probably want to make a subset of saves while doing this.
The No Essential NPCs mod will make this more fun, but not necessary.
Get a follower, preferably one you met later in the game who matches your build - ie. mages get a mage, fighters get a fighter etc.
Test off a save to make sure that if you punch them enough, they will aggro and fight you.
*In some follower mods they never fight back
Give this follower ALL your current/best stuff and dismiss them. Remember who they are and where they stay though as you'll need them again later.
Anything they cannot carry, just store in your house.
You cannot use this follower for the duration of this quest arc until specified, at which point they MUST be used.
Fast Travel to Markarth to begin.

Rules (for the duration of this Scenario):
Must start naked at either the inn or your house with no gear in your pack (some quest stuff will be stuck in there, ignore those).
You can only use weapons (and arrows) made of wood or iron. Crossbows have steel, so you cannot use those either.
You cannot use any magically enchanted items regardless of base material.
You cannot consume any type of potion. Food is ok.
You cannot use Dragon Shouts. Racial abilities and other powers are ok (even the ones that require vocalisasion, somehow :P).
You cannot wear any anything on your head (the sickness makes it too hot).
Being weakened, you can only use Hide shields, no other type.
You can only carry three "weapons" (arrows excluded) at a time, with a shield counting as one.
Being weakened, you can only wear one armor part made of iron. The rest -have- to be hide, fur, non-studded leather or clothes.
Studded-leather counts as being partly iron (of which you can only wear one armor part).
You cannot wear Banded-Iron (despite the name) because it is made with a non Iron Ingot.
To keep it simple, you cannot wear/use faction, falmer or forsworn items either (alternatively use best judgement).
The idea is to keep you stuck with basic gear so dragonbone, glass, ancient nord stuff etc is out of bounds.
Assume horse shoes and saddle parts have steel. You must be on foot.
Carraiges also have steel. No fast travelling (by carraige or by auto-map)
You cannot use any spells from your best 3 schools of magic.
From your worst 2 schools you can only use Novice level spells.
If all your magic schools are even, assign each a number and roll the dice to determine which two you can use.
Don't prepare any "usable" stuff or buy any before beginning, there's enough lying about.
You are deathly allergic to gold too. Don't carry any (no shopping).
You cannot pick up any ore/ingots or jewelry other than Iron.
Use of followers is up to you. If they are also affected by the spell is your choice. May need to "console" gear off them though.
You must do the Objectives in order.

Finding People:
In parts of this quest you need to find specific people based on clues. How this works is easy. Everytime you begin dialouge with someone (who is not a child or your "contact") roll the dice. If you roll equal or below the number of clues you have for that city, then that is the person you were looking for. If you roll above, then it is either not the person or you failed to recognize them and must continue the search. Try not to talk to the same person continously though.

Getting Clues:
Mainly used for Finding People (above). You start with 0 clues (no clue whatsoever, you clueless fool :P).
You gain +1 clue (once) for talking to someone in a bar or tavern.
Once you have, cannot gain further clues from anyone else in that particular bar or tavern.
You gain +1 clue (once) for talking to kids in the city.
Once you have, you cannot gain further clues from talking to any other kids in that city.
You can also gain clues from Objectives and they will be noted.

THE QUEST:
Objective 1: Cross-Country Trek
It is clear that this is no ordinary sickness so who best to determine how to nullify your condition than the people at the Mages College at Winterhold? Make your way there and talk to Tolfdir (or whoever you want your contact to be).

Objective 2: Chasing a Shadow
Your contact is intrigued to hear of your predicament. While they look into a cure, they tell you that someone has also been messing with the library a few days ago in the section of banned magicka, yet somehow they have managed to remain undetected by spells. Your task is to ask around and figure out who was snooping about. Given that no one has come nor gone your contact hopes this thief is still in town, hiding in plain sight. Fortunately your contact has given you some idea of who it might be (+1 Clue).

Once you find this person (see "Finding People") above, you are to confront them and they let slip that they are guilty of stealing something from the library. You must either kill or beat this person down (to kneeling) to make them spill the beans. Once this is done, return to your contact to hand over a coded letter you found on that person. Also reset your clues to 0.

Objective 3: Agents of the Thalmor
Your contact is surprised to hear of this turn of events and after decoding the letter informs you that the person you beat/killed is working for the Thalmor! It seems the Thalmor have taken a direct interest in you, Dragonborn. Having an individual with such powers that surpass even the non-threatening Greybeards, (even if you are a thalmor supporter) isn't in the Dominion's greater interests and as such have sent agents to weaken this abomination of nature (that's you) and more firmly take the rebellious region into their elvish grasp.

It seems there are more "agents" around and each of them participated in the ritual that has weakened you. Based on the note it sounds like they are hiding in each of the main cities in the realm. If you want the spell to be broken, you must find them all and either eliminate their life force (kill them) or break their will (beat them down). These spies could be anyone (though due to the game, kids are safetly ruled out). Remember, each time you reach a new city/region reset your clues to 0.
Just to confirm, the cities you need to visit are:

Riften, Solitude, Whiterun, Windhelm, Dawnstar, Falkreath, Morthal, Markarth
You can visit the cities in any order BUT you must leave Markarth for LAST.
You already beat/killed the person in Winterhold. :P

Objective 4: Forsaken Climb
After escaping from Markarth you'll receive a letter from your contact at the Mage's College. While they have had no luck with a cure, they've found that the spell cast upon you has a maximum range and requires high altitude. Given that you were cursed at Markarth the most logical place that the Thalmor agents could have cast the spell is at Dead Crone Rock (since they weren't in the city itself - too obvious). Your task is to get up to the Word-wall there to look for anything they left behind.

Objective 5: The Hunter's Way
Once you've reached the chest at the word-wall you find a heavy tome, one obviously belonging to the Mages Library. You manage to find the curse placed on you and though you don't quite understand it, you can tell that you will need the same ingredients they used to cast it in the first place. Roll the dice three times to determine what you need to find and collect them in any order! :)

Roll #1:
1-2 Frostbite Venom
3-4 Sabrecat Eye
5-6 Bear Claws

Roll #2:
1-2 Falmer Ear
3-4 Vampire Dust
5-6 Spriggan Taproot

Roll #3:
1-2 Mammoth Tusk
3-4 Giant's Toe
5-6 Dragon Bone (yeah not sure why you can't wear the armor if you're picking up their bones? Design flaw! :P)

Just 1 of each will do. Once you have all three of them, proceed to Objective 6.

Objective 6: Spell-Jammer
With all the ingredients collected and heavy tome in hand, you are now ready to return to Winterhold - however you receive a letter from your follower who has all your gear (from the setup section). Apparently they have information about another Thalmor agent still at large. You need to go to wherever they are and pick them up. Once you do, they are very apologetic about interrupting your trip to Winterhold and insist you do that first before tracking down their lead. May want to save it here to revert your next action.

Turns out your follower -is- the last Thalmor agent / hired merc. At any location you see fit where it's just the two of you, they turn on you. You need to dismiss them and then punch them a bit until they aggro you. Once they pull out their weapons you can begin your duel properly. This should mean you are basically fighting your doppleganger who has all your good gear. You must either kill them, or beat them down (then surrender - stupid AI) to win. If they are at Winterhold itself, just fight in the courtyard or on the roof.

With that out of the way, continue back to your contact at Winterhold who tells you the ritual to cure yourself is actually pretty easy since you are dragonborn. Just head to the roof, eat the edible reagents and drop all the remaining ones on the floor and then use any Dragon shout. Once you've done that - the curse is broken! Congratulations and hope you had fun! :)

Monday, 30 April 2012

Leftovers

Adventures in Skyrim - spoilers ahead! You can follow the whole story here!

Revisited Red Belly mine and found spiders respawned in the now "safe" mine - attacking the workers within. I managed to save all except for a young lady who became spider chow. I then pushed on to Darkwater Crossing to pickup my old dragon buddy Derkeethus. Three hired goons showed up as well, but they didn't attack me - they just followed me like puppies and helped me collect some Jazbay grapes and defeat a blood dragon. I was beginning to take a liking to the three stooges but I knew that they had been sent by daughter Black-Briar (since I managed to pickpocket a contract from them).

Decided to hand in the grapes at the Sarethi farm first - took awhile to find the damn things, I had this quest before I fought Alduin (like 10+ chapters ago). Unfortunately the dunmer lady would not be able to make use of them as she and her daughter rushed to the aid of a wandering nameless khajit under attack by... the three stooges. Having forced my hand, I aided the farmers but could not kill the heavily armored warriors in time to prevent them doing painful looking finishing moves on them. Derkeethus did one of his own with his daedric axe as the finishing blow.

Marched straight back to Riften to confront the alchemist daughter about this and she feigned ignorance. However she let slip again that she wanted to become a necromancer and practice dark arts so without further hesitation I put an arrow into her face and tossed her body down one of the murky canals leading into the sewers. With that done we revisited Esbern, the last remaining blade as Mjoll was still MIA. He had no more dragons to hunt so Derkeethus and I returned to my Solitude home to rest up with the others: Njada, Jordis, Wynna, Rayna and Anni for whatever next adventures lie ahead.

There were still khajit caravans to stop, places to clear, and plenty of falmer to slay but they could wait for another day. With that I am taking another break from Skyrim - for how long? Who knows.

When the time comes, we'll be ready.

Saturday, 14 January 2012

Alduin is a Punk

Adventures in Skyrim - spoilers ahead! You can follow the whole story here!

After a quick trip to a frozen island to open a giant metal box, Jordis and I finally signed up to aid Ulfric's rebellion. I was hoping that this would progress on it's own as I did forged my own path but it seems nothing gets done without my intervention. The first major strike was a seemingly pointless objective of retrieving an old crown which saw both stormcloaks and imperial scouts lose men for no good reason. After that Ulfric wanted me to deliver a message to Jarl Bossman of Whiterun to see which side of the fence he really was on, but Jarl Bossman would not accept the letter until I got rid of the dragon trapped in his castle. Damnit.

Forced to accept Odahviing's bargain, he flew me to Alduin's hideout where I backstabbed all his minions, including perhaps the easiest lich to defeat in one hit. Also defeated two guard dragons that challenged me on the way up. There were two more at the very top but they were too sleepy to fight so I jumped into Alduin's magic portal into the afterlife. Wait, did I just kill myself? Couldn't I have gotten here by jumping onto a bed of spikes? What's going on man.

I found a shortcut to Alduin's hiding place!

Sovngarde is a pretty boring place. There's a mead hall where you can sing and fight which is great. And ofcourse drink. But I don't drink. Ever. At least the sky is reeeeeally pretty here. There's supposedly mist too, created by Alduin himself as he chomps through spirits to be all spooky like, but my graphics card doesn't support the mist so I see everything clear as day and watch as the big dragon humorously chomps down on spawning spirits at random. It's especially funny when he does it just as they are mid sentence talking to me. :D

Anyway, after showing the dead champions who is boss, a trio of them come with me for the final showdown with Alduin and in Juris' words - "he's a punk". No challenge whatsoever, disappointing. After getting him out of the way and literally being yelled back to life, I find a bunch of dragons waiting for me at the top of the world. Finally a good fight! But I'm wrong. They're just there to worship me and fly off. Odahviing stays to offer his services whenever I need, and boy is that going to come in handy. *evil grin*

Thursday, 12 January 2012

Once a Traitor, always a Traitor

Adventures in Skyrim - spoilers ahead! You can follow the whole story here!

Right after the truce meeting I headed up to Paarthumax with Ogol and we put and end to the traitorous worm, and while that upset the Greybeards a fair bit (well at least one of them, the others don't really talk much), my two blades friends were overjoyed. They also asked that I help rebuild their order so they can begin to hunt down the flying lizards once more. However I had other things to take care of when I returned to the Dark Brotherhood HQ to find that Cicero has gone beserk. I was tasked to find the fool and given the nightmare Shadowmere (very awesome horse) to catch him with. We tracked him back to another sanctuary inhabited by murderous spirits, and a named troll. Ogol met his end there and with a sorrowful heart also killed the happy jester. I was starting to like that guy.

Next orc from the village to join me was Ugor, and she quickly proved her skill by surviving an elder dragon and blood dragon simultaneous attack. That was a fun battle! After killing off another imperial fool I was tasked with eliminating a reknowned chef who would be cooking for the emperor. Up near where he was hiding we also helped Salma and Beemja with a cairn they wanted to clear before a quick trip back to Whiterun to trap the dragon Odahviing. After a relatively easy fight he was caught and spills the beans on his master's hideout. He also holds the bargaining chip of me needing him to fly there as it is inaccessible by foot. That's a shame, I remember wandering up the red mountain past all those cliff racers and tossing Dagoth Ur into the lava before even doing the main quest in Morrowind (didn't kill him, but I think that was a technical victory :P) however I guess Alduin has more smarts.

While I contemplated this offer it was back up to Solitude again to cook for the emperor. How the heck does anyone NOT suspect me of being an assassin while wearing complete nightingale armor, bristling with weapons, travelling with an orc body guard escapes me. Instead they accept I am a chef. Just more proof that the empire is filled with morons. The poison dish is served, the emperor is killed and I make my escape - or so I thought! Looks like I've been sold out, and the guy that just died was a body double (you think the emperor would have lots of that with there being magic in this world). After fighting my way to freedom I quickly returned to the Brotherhood sanctuary which was being successfully assaulted by imperial forces. Most of them were already horribly dead by the time I arrived which was awesome. I would have liked to do that myself but apparently missed my opportunity to do so (as Juris informed me later on). Anyway I "save" two of them and the corpse who tells me to continue to hunt the real emperor down.

I think he's a chef, or possibly a monk.

First I deal with the guard commander at Solitude docks, a short and sharp skirmish that resulted in their deaths and Ugor's. Afterwards I quickly snuck into Solitude (I'm a wanted man) to get Jordis from my house before we swam out to board the real Emperor's boat. There we hack, stab and shoot our way through all of it, leaving the ship devoid of life and the empire devoid of a leader. I also decide to take out the turncoat who ordered the hit, since he sits on the imperial council. The payment of 20,000 gold is nice, and the remaining Dark Brotherhood people request I use it to rebuild their guild and recognize me as leader. What idiots. How about I turn them in instead? Again not an option, so I leave them to rot with the corpse of their Night Mother and ignore her whispers in my head. They and the thieves guild can and should fade into oblivion for all I care.

One a side note, one guild that I felt was very under utilised was the Bard's College so it's good to see that the true bards like Malufenix didn't let that get in the way of them sharing their talents with the rest of us plebs. :D

Skyrim covers by Malufenix:
Dragonborn Comes
Age of Aggression

Preparing for the End

Adventures in Skyrim - spoilers ahead! You can follow the whole story here!

Back at the Dark Brotherhood HQ (sounds like a racist group huh), the little jester guy I helped previously is here with the coffin of his mother. The Night Mother. I find it quite funny that this bunch of killers have the most personality among the dozens of other NPCs in the world. Distubingly, the dead lady in the coffin decides to talk to me. The Jester Cicero claims I am the new "listener". The current leader is unsure and instead sends me to off a couple of vampires and the orc coward in Morthal, both of which I have no problems with. While I'm out, I decide to have another try at getting the Elder Scroll at Blackreach as well as another collection quest down in its depths. While my expedition this time is successful, Borgath is slain by the falmer "king" at Silent City and his servants. I decide to bring her kinsman Ogol with me next (seems most of that village is willing to follow me after their chief was killed).

Turns out the contract for the Brotherhood is the Emperor himself! This is excellent news, because he's the one who bent the entire empire over to the Thalmor's whims in the first place. There will be things to setup first though, and step one is the bait. Murdering his cousin on her wedding day. I did feel guilty for this one as she was trying to unite the Empire and Stormcloaks, but when it comes down to it - why would I want to ally with a nation full of losers? Caused quite a commotion when I crushed her with that statue, and now the guards in Solitude are after my hide too. Fortunately both Ogol and I got out in one piece and decided to lay low at the top of the world.

It's a pretty good hiding place actually.

While up there I decided to read that Elder Scroll and after a nifty blinding flashback, Alduin himself appears for battle! Optimus Pri... I mean Paarthumax and Ogol the orc help me out too and we defeat him! But in traditional main bad guy fashion, he laughs at us as he runs away. Ermmm ok. Apparently he powers up by eating people in the world, then going to the afterlife and eating them again. Did that make sense? Yeah it sounded a bit wierd to me too. To chase him I needed to catch another dragon first, and needed the already built facilities at Whiterun to do so. Jarl Bossman there wasn't stupid enough to let a dragon in while he was playing the neutral card between two armies though so with the Grey Beards help I called a truce meeting between Ulfric Stormcloak and general stupid skirt, the representative leader of the empire.

How much fun I had when they decided I could call the terms of the treaty. Naturally I sided with Ulfric with everything, and most importantly gave Markarth from the imperials to the stormcloaks in exchange for the measly small port of Dawnstar, already weakening their hold in my land. I mean... this land. *Cough cough*. Also, this switches all the guards in the city of stone to Stormcloak soldiers who don't attack me everytime I visit! Woohoo! :)