Showing posts with label Falkreath. Show all posts
Showing posts with label Falkreath. Show all posts

Wednesday, 28 June 2023

Skyrim: Adventure Game (Board Game) - The Cult

[Part of the Party Time journal]

Twenty five years have passed with DL becoming a blacksmith in Markarth, Sky becoming a fixer in Rifter, Rose becoming an apothecary in Falkreath and mom taking up a courier job in Hjaalmarch. Now weaker than ever (pretty cool mechanic), they must be extra cautious to avoid the Thalmor patrols on the roads (lousy mechanic) as once again their cover lives are examined by the authorities. Sky gets info from the thieves guild that this round of inquisition is stemming from the unhappy Dunmer refugees from Morrowind who have even concocted a plot to assassinate High King Torygg! Alas, they are too late to warn the king who is slain by Ulfric Stormcloak at Solitude's Blue Palace and instead are drafted into opposing sides of the quickly brewing civil war: DL and Sky for the Stormcloaks, mom and Rose for the Imperials.

When Ulfric's execution is prevented by the arrival of a dragon, each side is tasked with trying to slay the great wyrms but while DL and Sky do that to collect lots of powerful dragon bone artifacts, Rose and mom assist the Imperials in gaining dominance over the province and gaining a windfall in wealth. Despite the head to head, they collectively discover it is actually a cult to Boethiah that is behind the latest events and access their hidden temple through a series of skill checks (super cool) and learn of the cults Dunmer master, Oviron.

While mom is tricked by the daedric prince Sanguine to ransack Windhelm, DL recruits deranged crusader Giara to the cause while Rose and Sky battle the entire graveyard of Morthal where Rose becomes a Thane and makes friends with "Edward" the vampire (we just call him that, but he makes an amazing summon in battle). Their new allies tell them of Oviron's location at Hrothgar, and so the entire team heads there beating down cultists on the way (need to keep their numbers down) and face Oviron and his cronies. Giara dies in battle but Oviron escapes through an oblivion gate. Not willing to let their prey escape, the team jump in to pursue him just as the gate closes in on itself... which is the end of the campaign.

An excellent finale with some great fights. I'm not convinced by the cultists you have to kill / Thalmor you have to evade mechanic though because they always move towards the active player, which means most of the time they're just walking in circles. The random monsters that just show up and go for cities are more fun, and don't hang around like a bad smell like those guys do.

Thursday, 17 November 2016

Skyrim: Tomb Raider

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

Nice place!

After a decent jog through the desert, we reach the city of Ben Erai where Rayya is waiting for us! She explains that this particular community of Redguards have lived here in isolation for generations waiting for me to arrive, to "help" me with the final tests to reach the Champion of Cyrodiil's mausoleum - his real tomb, which was around here somewhere. At least now I can understand now where Rayya was sending all my decorating funds.

That moment when you think you are in A Tale in the Desert.

I did have to ask how she got here though, and in the back of the Fortress I am shown working teleporter to Falkreath, for those who know the Ancient vision spell. You mean I could have just jumped here directly? That... would have been more convenient you know. Anyway, their version of help simply involves telling me I need a key and an amulet of cheetah friendship from somewhere in the valley to proceed. Of course they have a lot of other tasks such as hunting fire charrus and punching desert wolves.

Wolf punching.

The majority of the Eastern part of the valley was filled with tombs though, and I mean the huge sprawling type such as the one pictured above. They were filled with shades, skeletons, mummies and most problematic - STONE CRUSHER traps. Not really a problem for me since my light step doesn't trigger pressure plates anymore.

Unfortunately Rayya doesn't have that perk. Squish.

Monday, 7 November 2016

Skyrim: Hammar Time

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

Brhuce does not apologize for the small text.

We find Medeliu's son, Brhuce, in the lowest bowels of a derelict pumphouse in Blackreach. He's pretty funny, but also a bit of a dick. He quickly offends Fawadin who storms off in a huff. I tell him that his father is looking for him but he doesn't care. Instead he wants to go after the Tankard of Why, some insanely alcoholic beverage which also grants the ability to know everything(?). I tell him I don't drink, but Sofia quickly pipes up that she does so... I guess we're roped in to helping!

That's specific.

It actually takes me some time to find the ruin the tankard is hiding in, because Brhuce doesn't believe in quest markers. I eventually find it near Falkreath, but someone else is there waiting for us - a mage knight named Zavakin who clearly wants us dead. The guy is a monstrous tank, but not too strong in the damage dealing department. To that end I stand back and let my allies deal with him.

Apparently Brhuce's main form of attack is throwing miniature trains that inflict severe knockback. This, combined with Sofia's high damage output is too much for him and Sofia finishes him off while he begs for his life.

Burrrrrned!

Finally we reach Hfernerfberf and I'm a little surprised that Brhuce doesn't enter the place with us. While it is guarded by lowly draugr there is some trippy stuff going on here, like tables overflowing with ale (which Sofia stops to partake at), giant skooma bottles, corridors full of moon sugar and traps which spawn immortal giant ghost spiders whom you have to simply run from. In a circle.

LOL!

Sunday, 25 September 2016

Skyrim: Moonpath

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

After dropping off the Elder Scroll at Whiterun (which in hindsight is silly, I should leave it with the Dawnguard) the town once again came under a bandit attack, this time with Morag Tong in tow. I let Bo lead the guards while I observed from the parapets. The enemy had no chance, inflicting zero friendly casualties. While inspecting the battlefield I happened to come across an inebriated and almost naked lady asleep on the hay in the stables.

Lol!

Waking her up, she introduces herself as Sofia and pretty much insists on being my stalker joining the party. Bo has no issues with this so I give her some of my previously acquired gear and head out to Falkreath where I've been informed of a visiting Khajiit caravan. The cat couple who run it are about to head back to their home of Elswyr, and since I could use a vacation from the cold, we all tag along.

The resident beast of burden.

It's a decent journey, with stops to clear a bandit blockade (Khajiit bandits ofcouse) South of Riverhold and a detour around a broken bridge at the edge of the woods but soon we reach the Heart of the Tenmar Forest where the Pahmar (talking tigers) welcome us and give us a cool canopy home, complete with talking tiger guards! Of course they had problems of their own and were counting on us to help them.

She asks the important questions... :P

Saturday, 10 September 2016

Skyrim: Hearthfire

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

After painting Raven Rock red I returned to Falkreath and recruited Rayya who seemed knowledgable in all things housing. In fact, she advised that there was more land being sold at Morthal and Dawnstar which I did buy for 5,000 gold each. Each property (including the one I previously bought in Falkreath) came with enough supplies to build a small house on site, which I did. It's pretty cool to see it come up piece by piece.

Makes me wonder if Stonehenge was just an incomplete house...

With three unfurnished little houses and a lot of room for expansions and furnishings I decided I'd have to settle on one spot and focus all my efforts there. Since the Morthal property was too close for comfort to ruins and the Falkreath one was a stones throw away from a necromantic altar (and the disturbing cave) I decided on the Dawnstar location, which is actually quite far South of Dawnstar, near the plains of Whiterun was the obvious choice.

Before I'm able to get to work though another message from Ralis arrives, asking for more help. Sigh. We go, find more draugr which Rayya clears out while I donate another 5,000 gold for the "final push" of the excavation. A random high elf mercenary also attacks us along the Solstheim shore but Rayya handles him easily. It's good to have talented side-kicks.

Monday, 22 August 2016

Skyrim: About Jarling Time

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

After but a few days of Jarling Whiterun (Jarling: Sitting on the throne and pretending to be important), a courier came with interesting news of land being sold at Falkreath that I couldn't pass up, because property is always a good investment! One short trip and 5,000 gold later I had the deed to the land in my hand. B.T. and I also met Rayya, a Redguard housecarl gifted to me by Falkreath's Jarl. She was totally jealous of B.T. though and refused to join.

 
How can they even see?

Before we could even step out of town we were set upon by a pair of odd looking cultists, and after suffering a swift end I discovered that they were sent by something named Miraak from someplace called Solstheim. Probably need to think through what you write down on paper, bad guys! I opted to take a look at my new land first though and found... nothing. I'd have to -construct- a house! Whaaaat?

Instead of doing that I decided to visit Riften first, as I'd also received a letter recommending I try adoption. It was immediately clear that I wasn't a suitable candidate. Fortunately my trip wasn't wasted, as the town came under bandit attack just as we were leaving. Rallying almost the entire town into the battle, the bandits (who were led by two imperial soldiers), were cut down to the last man.

To battle!

At that point I decided it was time to see where those cultists came from, and hopped on a boat to Solstheim. Guess I should mention that due to my continued absence, the people of Whiterun elected a new Jarl on their own. :P

Monday, 11 July 2016

Skyrim: Plotting the Course

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

Braga's training continued as we hunted more master vampires and bandit bosses together. At Falkreath we received a strange request via courier: a local hunter wanted us to hunt down a monster in town. I let Braga take the lead on the investigation, which led us to finding the body of one female victim and ultimately into the "hunters'" house.

The price of guilt.

Turns out he was the monster too, but ultimately we didn't have to fight him since he took himself out with a dagger. After that slightly depressing mission we finally got word from Njada about the source of "the Kraken" from last time - Summerset Isle, home of the Thalmor. She had already arranged a fleet and loyalist troops to go and eliminate all the scum there. I was only too happy to join.

No place to run, assassin!

During the voyage I was attacked by a left over bounty hunter who had snuck aboard, but Braga and the nearby soldiers took care of him. Soon enough we reached the shores of the Thalmor controlled island, and charged onto the beach under enemy fire. The elf scum were waiting.

Thursday, 7 July 2016

Skyrim: Now you see Me

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

A letter on Brutus mentioned where Roiseadh "the mother", (aka the main boss) of the Sinister Seven would be waiting, up on the mountains just South of Falkreath. Deciding it was time to end this, Drania and I swung past Whiterun to pick up Twilight and Aurora and in no time at all, we were climbing up the slopes to meet her. Obviously she was a gimmicky boss too.

Party assembled!

Other than summoning the usual horde of assassins which I let my companions take care of, the witch enjoyed use of mirror images and the fact that hitting her in melee caused her to go completely invisible (unlike the "predator invisible" of her mooks) and teleport in a random direction. Took awhile for me to cotton on to what she was doing, but when I did aura whisper was the correct tool to bring her down.

Must be a three eyed raven...

With her dead, I mopped up the remaining bounty hunters. Yes, while I was busy dueling their boss they had downed the sisters and gutted Drania like a fish. It was over now though, and no more bounty hunters would come. I was the last one standing, and at level 70 to boot! With the threat passed I returned to Morvunskar and finally set Njada free. After waving good bye to Sanguine, the two of us headed back home to Windhelm for some much needed R&R.

Homeward bound. ^_^

Tuesday, 5 July 2016

Skyrim: And then I died?

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

The daedric prince is teaching me how to power up. :P

Sanguine was overjoyed to have me back at Morvunskar where he once again began helping me improve my magical abilities in the absence of the ever hounding assassins. Like all disciples though, I got bored after awhile and opted instead to turn the tables and try go after them. They had to be coming from somewhere, right? Sanguine advised against this, but Drania and I were already out the door.

We checked the most obvious places: the Dawnstar Sanctuary, Nightcaller Temple, Forgotten Vale, Dark Brotherhood Sanctuary, and even checked for rumors at Fort Dawnguard. Nothing. Nothing but mooks chasing us that is. Finally it looked like we were getting somewhere at Falkreath where assassins began inexplicably popping out of the woodwork in numbers so great it would cause my game to crash due to the body count.

Now that's a tavern brawl!

That forced me to leave Drania to be arrested or executed by the local guards while I retreated back to Death Mountain, but even there the powerful mooks started killing everything with their numbers, the dragons too! I was pushed back into the shrine of Azura and finally one of them managed to power smash a war hammer into my face, killing me instantly.

Had to get my comeuppance eventually!

Then I blinked and I was standing in front of Sanguine again. "Are you sure you want to leave now?" he asked with a wry grin. What an asshole. (And yes I had to reload from a no-win situation: Die or Crash the Game :P)

Saturday, 12 January 2013

Fall of Fort Greymoor

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

Decided to investigate this new orc threat (Urukhai mod) and not far from the Western Watchtower I found my first group. There were only three or four of them, fighting bandits, a pair of mages, and an ancient dragon; and they were tough as NAILS. Maeci made the mistake of trying to duel one and she was soon impaled right through one one of their wicked blades. I summoned Odahviing to the chaos and the fight ended up near Fort Greymoor where the Stormcloak guardsmen came to my aid. Many of them died in the combat but we managed to kill all the orcs. Worse was their "leader", a strange cloaked figure called a Black Swan. One shot from her bow would kill me instantly, so (after a few reloads) I decided instead to sneak up right behind her and backstab her to death. Turns out she wasn't even an orc, but a redguard!?

Who knew ballerinas were so deadly?

A second Black Swan soon appeared and out of nowhere the kid from Falkreath, Chelsea came running - firing back at my foe. I was also surprised to learn she could use basic Thuum! Between the two of us we killed the next sniper as well as a random Nightingale Assassin who appeared shortly after. Damn that Brynjolf. Looks like he escaped the guards afterall. Anyway, we reported back at Riverwood and agreed that what I had just spend 20-30 minutes fighting was a scouting party. Holy hell. I got Lighting and the cleric Aluna to go to Fort Greymoor with the remaining soldiers because we were going to need them. I tried to get Chelsea to stay there too but she stubbornly refused so together we went off to scout the plains for more orcs, and it wasn't long before we found their camp, South of Rorikstead. There were maybe 8-12 of them here in a tight group.

According to plan, we opened fire from far and began sprinting back to the Fort. Didn't realize their dual wielding beserkers could run faster though and for all her shouting Chelsea was soon cut down by the rampaging mob leaving me to sprint away from them all on my lonesome. I tried calling Odhaviing again to cover my back but for the first time he didn't show. Through stamina potions I finally made it back to the Fort which was by chance being reinforced by a wandering dunmer named Talon Dreth and his mercenaries. Almost immediately my pursuers arrived and the battle began in earnest with everyone engaging the orsimer forces, but they were just way too strong. The guards and the mercenaries were cut down, as was Lighting whose throat was cut on the stairs. The cleric Aluna tried to flee to Whiterun but she was mobbed before getting very far. Maybe only one or two of the orcs had fallen.

Being the last one left I lured the mob up into the parapets then jumped the wall, giving me a head start run. I actually did manage to kill a few more of them because they were quite injured from the battle - even beheading one that strayed too far ahead of his buddies, but I was still falling back. Back to Whiterun - where the guards wanted me dead. No choice though since these enemies were simply too powerful. I was in for a surprise when I reached those gates though - the guards and orcs ALLIED against ME and didn't fight each other AT ALL! What the HELL? I got myself out of there quickly, trying again in vain to summon Odahviing. I did ice a few more of the orcs though but at least half their number remained as I hid in the distant hills until they got tired of looking for me. While there it suddenly clicked. The orcs and Jarl Bossman were in league with each other, that's why the two forces were so friendly. Angrier than ever, I marched back towards Whiterun - it was time to get some answers.

Friday, 11 January 2013

Girl Power!

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

On the way into Markarth (to try find more adventurers) I got a letter from Gunmar saying that there was a vamp parading around in plain sight in the city that needed slaying. Guess he magically knew I was headed this way? We find the red eyed bastard easy enough so I tell Sparrow to use his "master wizardry" to kill the dude in one shot. Sparrow refuses because he's really just a whiny little brat. Fine, I instead tell him to lay low while I snipe the mark. My arrow lands right into the vamp's face but he is still standing, dazed and not quite sure what hit him since we are stealthed quite a ways away. Then my genious hireling decides to charge, yelling and casting the brightest spells known to man attracting the attention of I'm guessing every single guard in the city. Moral of the story: SPARROW IS AN IDIOT. I let the guards gang rape him while I finished off the vamp at which point the "master wizard" (who I think got confused between wizard and wanker) was eviscerated at the meat stand and all the guards turned their attention to me.

With them swarming I was pushed back into the tavern where as luck would have it an adventuring party of five bosmer gals were present - and I learned later that they too had felt the not-so-gentle touch of the guards during their stay here. They decided to help me outright (way better than my previous companion) and the tavern erupted into battle, arrows and blood flying everywhere. Some of the civilians also became casualties in the mayhem and in the end every single guard was dead (and stripped - I do that to all my enemies) as well as all but one of the bosmer gals named Maeci. We got out of that city quicksmart and pushed on to Falkreath where the guards were again very welcoming (ie. not). A young archer named Chelsea was here but she was just old enough not to be called a kid so I told her to stay put while I went and talked to the Jarl about his guards.

Girl Groups - always a good distraction.

Surprisingly the Jarl is very pleased with me, so why the hostility? Turns out his number one guardsman is an Imperial supporter, based on his armor. The burly man actually tries to fight me - laughable. Knowing he's not worth my time I let Maeci, who is half his weight and a head shorter, duel him. She guts that loser easily, right infront of a smirking Jarl. I kinda like the old guy now. Anyway we continue on to Riverwood where the guards are even MORE aggressive (they don't ask for my surrender now) and again we're forced to permanently subdue them. A Vigilant of Stendarr named Aluna helps us do this, and afterwards says that the Jarl of Whiterun has been hiring kidnappers to get girls from neighbouring towns for his own pleasure and must be stopped. WHAT? Looks like he is to be my next target... Jarl Bossman, This time fate will not protect you!

However at the tavern my plans are altered when I meet another adventurer, a pink haired she-knight named Lighting (yes that's how it was spelled) killing a random Orc in the tavern. She says she has been tracking a large group of daedric worshiping orsimer from the southern regions - probably the same bunch I heard about before - somewhere on the plains around Whiterun. They ravaged her village and she's out for revenge. Must be a small army to be able to just chaotically march through the lands though - especially Thalmor controlled lands. Must be something else behind their sudden appearance.

Monday, 10 September 2012

Swan Song at Falkreath

Adventures in Skyrim - spoilers ahead! In this entry I am following my custom scenario "A Curse of Iron". You can follow the rest of the story here!

After getting out of the lake I continued West, finding a pair of orc hunters taking down a bear. One of them was killed in the process so I took his arrows and the bear's hide and followed his friend from a distance. The poor sap walked right into a bandit ambush and died from arrow to the head syndrome, while I carefully evaded the scum - reaching another empty imperial camp where I could cook up all the food I had looted from the docks. Salt is an important commodity! Continuing into the mountain pass I was escorted briefly by a mounted hunter for most of it before he turned back. On the road I found one of the Khajiit caravans I had been hunting, only they were already dead - another elaborate and large scale bandit ambush that I avoided. Probably a subgroup from the ones camped at Helgen which I steered clear of.

Eventually I reached Falkreath and the whole way I was wondering how I was going to break into town without getting spotted by the guards. Turns out I just needed to jump the fence, then using a new found skill thanks to the challenge blog - rode up the waterwheel to the roof of the timber house and quietly made my way to Dead Man's Drink to get some clues as to who the Thalmor agent was here. The tavern was packed so I made sure to interview everyone, highly suspecting a random orc who was present. As it turns out the person I was after was the young bard named Delacourt who seemed extremely worried to see me. I needed a way to kill him in a crowded room without everyone alerting the guards... then it occured to me.


It's a growing epidemic!

I asked him to perform Ragnar the Red which he did, and while everyone stood around watching him I hid in one of the rooms and sent an iron arrow into his mouth near the end of the song. The audience was shocked, but had no idea who did it. I'd like to say now that I wanted to do some cool exit strategy to ghost myself out of there but the minute I stepped out I was sighted by the guards and had to simply run for the hills (well, the mountain) literally. Once on the otherside I just jumped in the lake and followed the river (fighting off slaughterfish) while carefully avoiding Riverwood - breaking a few wolf necks in the process. In no time at all I was approaching my next target city... Whiterun.

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! :)

Sunday, 29 April 2012

Gyromancing the Stones


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

Calder and I continued the hunt for the stones, looking through the Markarth and Falkreath areas with no luck. At the Pinewatch bandit place where Dex was previously arrowed to death, Calder also died after being hacked, stabbed, and taking two arrows to the face. Unfortunately the stone there was already gone too so he died for nothing. It was around this point that I noticed Shadowmere was no longer following me, probably due to its old master turning into dust before its eyes.

No matter, next stop was Whiterun where I knew the guards wanted my head. Nice of them to still ask if I'd like to surrender though, and one of them was even so nice as to ask me to stop all the yelling as it was frightening people (i agreed) - just before trying to kill me. Got into the local pub which was quickly being emptied of inhabitants but found Rayna an ex-imperial soldier willing to follow me into battle. She probably was impressed by my Stormcloak killing ability.

After clearing the streets we checked the crypts where we didn't find a stone but instead found fresh coffins for a whole group of familiar names. Always wondered what happened to Uthgerd - turns out she was moved down here awhile ago. Next stop was Dragonsreach itself, so after fighting through more guards we made our way past the slain Jarl Vignar (from my last visit) to his quarters and there waiting for us is Jarl Bossman! He had returned from his exile in Solitude and seemed to now be running the show again, and he was still pissed off from our last meeting. Fought our way past him (a few times) but alas, there was no stone to be found up here either.

A true nord never backs down. Just like Aerys Targaryen?
(art by GoranGligovic)

Luckily the next spot, a keep full of necromancers did have one. Decided to dismiss Rayna back to Whiterun since she was a handy asset to have in that location when I picked up the mage Ralan. Unfortunately he was a complete loser who wouldn't want to go past the entry points of the next few places I explored (including a charrus infested lighthouse) and soon met his end (via friendly fire arrow) against some conjurers in a cave where again - there was no stone.

Replaced him with a barbarian lady named Sunni who showed off her skills by slaying a brash redguard right in the tavern I found her in. With her I found the last two remaining stones and was tasked to retrieve the crown they sat on from a falmer infested cave. The crown was retrieved but Sunni was left floating face down in a pool of water after getting eviscerated by the falmer bastards. Having completed the "end game" for the thieves guild I figured it was time to go get the person who most wanted them dead - Mjoll the Lioness who now resided at Skyhaven Temple.

Wednesday, 25 April 2012

Southern Patrol

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

Took a break from the cloak and dagger of the thieves guild to patrol the Southern border of this fantastic land. Most of it I'd mapped already, but there were some fun parts including revisiting Helgen and eradicating the bandit scum that had taken residence in the ruins. Ren became frost troll chow a few caves later and I met an isolated archer girl called Angi who I wish I met earlier in the game. Pity she didn't want to join my team. I easily won her fun archery practice game and was glad that there was another imperial hating awesome archer in the land. Since I was in the area I decided to revisit the Falkreath Sanctuary and using my weeeeak magic decided to bring zombie-Astrid with me to Riverwood to see if anyone wanted to join my travels.

Unsurprisingly, the Whiterun allied guards there along with a few townsfolk I had -thought- were my friends all came to attack me. Zombie-Astrid did pretty well but was turned to ash by the mill-woman's rusty knife. After killing all those who opposed me I found the bard Sven who for some reason wanted to come along with me - most likely in hopes to have some of my fame rub off on him. He was a good guy, refusing to attack anyone (bandits) I asked him to. Alas the guards at the next town of Falkreath where I was to collect a bounty (from a friendly maid turned town steward! Awesome!) thought differently and ripped the aspiring bard a new one... With a war axe.

Apparently, it makes you sing better.

Found an ex-imperial named Conner to take his place at the Old Hroldan inn. Stayed the night too as I don't remember the last time my character slept. Woke up due to some screaming and a ghost looking for a sword. Finally I could get that thing out of my inventory. Continued exploration/clearing and after killing a Blood Horker pair I revisited the cave where the Redguard Alik'r Kematu was camped out. I asked him what he was still doing there having captured the girl he was looking for much earlier, and of the recent wandering Alik'r that attacked me. He offered no reply, and given that his men had unsheathed their weapons I figured the answer was clear.

After wiping him and his team out Conner and I found a bandit hideout near Whiterun I had completely missed. While he dueled a skilled blind bandit at the entrance I handled the rest of the scum and finished first before he finally ran the blind guy through. At the top of the summit was the bandit leader and Conner wanted to duel the guy so I let him. Conner was terribly outclassed but pulled off a fantastic last move - as the leader shoved his two handed sword through him, Conner somehow managed to push the guy off the platform sending both of them to a very messy and crunchy death on the jagged rocks below. I really wish I managed to video it.

Monday, 19 December 2011

Unhealthy Drinking

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

Upon returning to Whiterun to stow more gear in my house, Lydia, my housecarl, was complaining about being bored so I took her with me to try retrieve the sap of some holy tree. A pilgrim called Maurice also wanted to tag along, promising he wouldn't get in the way. Well, Maurice was a liar. The very first encounter out of town and he gets himself killed by an old orc. We found the magical sap anyway and upon exiting the sanctuary the night sky had a beautiful and mesmerizing aurora. It was then that I heard the roar. A blood dragon peered down at us from the night sky. I was careless.

Caught in the open I bolted to the nearest cover I could find with Lydia right behind me. Or at least I thought she was. When I reached a more defendable position she was nowhere to be seen, and the dragon was seemingly busy attacking everything else in the area. Unfortunately for it, that included a giant encampment where it decided to land. While I did get a few arrows into it this one was definitely killed by the mammoth it decided to try fight. After the battle (and stealing it's soul) I scoured the area for my companion and finally at around midday I found her severely injured in a shallow pool. She could do nothing but crawl. Picked her up and took her right back to Whiterun where I ordered her to get some rest in the house.

While there I remembered that Skjor, one of the inner circle and probably a werewolf, wanted to see me... at night. Found him alone and secluded and thought this would be the perfect time to off one more werewolf bastard. Knives in hand I snuck up behind him and stabbed hard. He went down on his knees but wasn't dead, so I did it again... and again. What the heck. He doesn't DIE. As disturbing as that is, it is more disturbing that he doesn't seem to care either, despite limping slowly now. Ok whatever. I follow him to his secret cave where he and Aela want me to drink infected blood. Ew. It's my decision he says, though he implies I have no choice. Well, whatever. Bottoms up! Maybe my demonic blood can counter th... Nope! I awaken in beast form. I test out these new found abilities and quickly find I'm not a werewolf. I'm a were-corgi. That's just great.

Beware my wrath!

Aela finds me sometime later to hit a Silverhand stronghold. Seems these guys have been busy! I was wondering where all the "wild" werewolves were. If only they talked first instead of attacking me outright (like those Redguards before) I would gladly help them out. Also it seems they managed to kill Skjor. I'd like to think it's because I weakened him earlier instead of a plot device. Aela is pissed and wants me to go recon another of their hideouts. I take the fully recovered Lydia with me and eliminate a bunch of other bandits as well, becoming a thane at Falkreath while I'm at it. No special bonuses or bodyguards there though. As an aside, I think the Jarl there is an ass. With the Silverhand plans in hand Aela then sends me to go hit what sounds like a main base. Since we are still carrying stuff to sell and all the shops closed for the night, Lydia and I decide to wait in the local tavern. After checking the local rumors we are challenged to a drinking contest by some random dude. I think it's a bad idea. Lydia thinks it will be fun. Peer pressure. Not being a drinker myself I got maybe two gulps down before totally passing out.

Sunday, 18 December 2011

Full Moon Tango

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

Having completed my shout training I found myself back in Riverwood and found my old buddy Faendal who made it back from the Barrow place on his own. He seemed keen on returning to the adventuring life so off we went defeating a witch circle led by a hagraven, hunting down a troublesome giant, clearing a skeleton-filled bastian out along with their (quite tough) vampire master, helping a hunter against some spriggans, and near Falkreath even had a run in with a talking dog who followed us around for a time untill he decided to go run off somewhere.

We also tracked down a werewolf who had killed a little girl in town. He claimed to be under the influence of magic at the time, which to me is no excuse at all. The beast was tough, and had killed many other hunters prior to our arrival. It tore Faendal into pieces with its teeth and claws but was far too slow to even be a threat to me. I laughed as I fired the last arrow right into the beast's face then as it lay near death, I skinned it alive (well, it was alive when I started). It will make a nice addition to my trophy room.

The next task on the list was to eliminate another vampire high up yet another mountain in a place called the Bloodlet Throne. Ran into Golldir who I had helped previously and he decided to come with me on this task. The trek up the mountain was again a long one, going through other caves to reach higher ground. Little did I realize that guarding the place was a large blood dragon. We engaged the beast in combat and early in the piece the monster grabbed the hapless Golldir in its maw, chomped down hard, then tossed him off the mountain cliff to certain death.

I avenged him, eating the dragon's soul then continued alone to the vampire's lair. Fortunately, despite the numerous blood suckers present none of them even saw me coming. My primary target had it worst as I plunged both my daggers into his back, breaking his spine into three with one hit. After looting the place dry I headed back down to warmer climates. Never did find where Golldir landed though.

Was disappointed this wasn't at the Bloodlet Throne. :P