[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.
Showing posts with label Dunmer. Show all posts
Showing posts with label Dunmer. Show all posts
Wednesday, 28 June 2023
Skyrim: Adventure Game (Board Game) - The Cult
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Sunday, 5 March 2017
TESO: Nothing goes to Plan
Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!
With Queen Ayrenn on board, I figured it was time to report to King Jorunn about my progress and Wayshrined back to Davon's Watch. Jorunn said he'd be at Mournhold which is to the South in Deshann, so that's the road I took. I had to deal with a minor terrorist group spreading chemical weapons to turn people into zombie things on the way and ended them via the "backfire" method with the help of Naryu, a Dunmer assassin. We were getting pretty friendly until she revealed she was Morag Tong. Now she's on my "to kill" list (also I'm pretty sure this is her in the Morrowind trailer).
Anyway, bigger fish to fry first. At the Capital one of the mages from the mage's guild acts as my transport in organizing the three leaders (of whom King Casimir isn't one, oops) to meet at a summit on a neutral isle. Fortunately the Covenant High King Emeric must have heard good things about me as he agrees to attend. The talks don't go well at first, with no lead willing to redirect their troops from the Cyrodil war into Coldharbour. A short visit from Molag Bal and his minions does make them agree to send the war-neutral Fighters and Mages guild though - with me in the lead.
Not that it matters because in our hasty and unplanned counter-attack I arrive alone in Coldharbour, at least this time in the open world version of it. I soon find the Hollow City, a town sent here and protected by Meridia (also possibly a Dark Souls reference). It suits its name in that it is almost completely deserted. The local grounds keeper, who I suspect is Meridia herself, offers me to use the city as my base to build up an army. Meridia really dislikes Molag Bal. First things first - I find a cooking fire and make an armies worth of food (which I sell because, shineys are shiney)! Provisioning is seriously the easiest craft skill to level. With my pack lightened and my belly full, it's time to go exploring.
With Queen Ayrenn on board, I figured it was time to report to King Jorunn about my progress and Wayshrined back to Davon's Watch. Jorunn said he'd be at Mournhold which is to the South in Deshann, so that's the road I took. I had to deal with a minor terrorist group spreading chemical weapons to turn people into zombie things on the way and ended them via the "backfire" method with the help of Naryu, a Dunmer assassin. We were getting pretty friendly until she revealed she was Morag Tong. Now she's on my "to kill" list (also I'm pretty sure this is her in the Morrowind trailer).
Anyway, bigger fish to fry first. At the Capital one of the mages from the mage's guild acts as my transport in organizing the three leaders (of whom King Casimir isn't one, oops) to meet at a summit on a neutral isle. Fortunately the Covenant High King Emeric must have heard good things about me as he agrees to attend. The talks don't go well at first, with no lead willing to redirect their troops from the Cyrodil war into Coldharbour. A short visit from Molag Bal and his minions does make them agree to send the war-neutral Fighters and Mages guild though - with me in the lead.
Spoiler: They don't.
Not that it matters because in our hasty and unplanned counter-attack I arrive alone in Coldharbour, at least this time in the open world version of it. I soon find the Hollow City, a town sent here and protected by Meridia (also possibly a Dark Souls reference). It suits its name in that it is almost completely deserted. The local grounds keeper, who I suspect is Meridia herself, offers me to use the city as my base to build up an army. Meridia really dislikes Molag Bal. First things first - I find a cooking fire and make an armies worth of food (which I sell because, shineys are shiney)! Provisioning is seriously the easiest craft skill to level. With my pack lightened and my belly full, it's time to go exploring.
Monday, 27 February 2017
TESO: Summon Cheese
Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!
After a side track to (re)apply for membership to the Fighters, Mages, and Undaunted (dungeon delver) guilds, it was time to defend Davon's Watch - Not that the city needed help - the Dunmer warmage and region general, Tanval was here and he summoned a flaming bone golem, called "a brother of Strife", who simply cannon balled out to the Covenant fleet and destroyed most of them.
A few ships managed to dock further up the coastline but dealing with them was not as bad as dealing with the now rampaging Strife golem who was happily destroying the rest of Stonefalls - not because the scamp summoning pussy was hard to beat. Getting up to the part where you can rebind him was the tough part.
Once re-imprisoned in his volcano we could then focus on the main Covenant general who moonlights as a necromancer. He wasn't very hard either, especially when he transformed into a more hideous but weaker form. The douche somehow still managed to kill Tanval's son in the battle which enraged the war mage - causing him to depart and summon the second brother of Strife because anger clouds judgment. Sigh. This one was a lot tougher and only when Tanval realized his error did he sacrifice himself so that the monster could be sealed like its brother.
With that the Covenant advance was halted in the most "shoot your own foot" method possible.
After a side track to (re)apply for membership to the Fighters, Mages, and Undaunted (dungeon delver) guilds, it was time to defend Davon's Watch - Not that the city needed help - the Dunmer warmage and region general, Tanval was here and he summoned a flaming bone golem, called "a brother of Strife", who simply cannon balled out to the Covenant fleet and destroyed most of them.
A few ships managed to dock further up the coastline but dealing with them was not as bad as dealing with the now rampaging Strife golem who was happily destroying the rest of Stonefalls - not because the scamp summoning pussy was hard to beat. Getting up to the part where you can rebind him was the tough part.
Good thing he's not a walking cheat code when I fight him!
Once re-imprisoned in his volcano we could then focus on the main Covenant general who moonlights as a necromancer. He wasn't very hard either, especially when he transformed into a more hideous but weaker form. The douche somehow still managed to kill Tanval's son in the battle which enraged the war mage - causing him to depart and summon the second brother of Strife because anger clouds judgment. Sigh. This one was a lot tougher and only when Tanval realized his error did he sacrifice himself so that the monster could be sealed like its brother.
With that the Covenant advance was halted in the most "shoot your own foot" method possible.
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Sunday, 26 February 2017
TESO: The Snake has Two Heads
Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!
A Dunmer templar Dieannin Avery decided to team up with me in rounding up all the townsfolk at Bleakrock which made the job really easy. Since the local "bandits" turned out to be advanced scouts for the Covenant, it wasn't really safe to hang around any longer and so we set sail down the coast all the way to the Argonian settlement of Bal Foyen in hopes to avoid the Covenant fleet. A plan that failed since the Covenant were already attacking there.
The quest branched at this point giving the option of either defending the fort with civilians or the docks with soldiers with grave connotations for the one we opted to neglect. Dieannin and I simply shrugged and decided to do both: he'd go with the Dunmer She-Captain to the docks while I headed to the fort... where Covenant were gating in. Really? What's the point of walls?
Regardless, both defense points were successful. I slew the mage themed Covenant commander while Dieannin Avery handled what sounded to be a more brute force type leader who killed the Dunmer She-Captain. We were then tasked with alerting the next town along of the impending threat and hoofed it on to the walled city of Davon's Watch. At its gates I finally part with Dieannin. Thanks dude!
A Dunmer templar Dieannin Avery decided to team up with me in rounding up all the townsfolk at Bleakrock which made the job really easy. Since the local "bandits" turned out to be advanced scouts for the Covenant, it wasn't really safe to hang around any longer and so we set sail down the coast all the way to the Argonian settlement of Bal Foyen in hopes to avoid the Covenant fleet. A plan that failed since the Covenant were already attacking there.
While interrupts are good, killing an enemy is better.
The quest branched at this point giving the option of either defending the fort with civilians or the docks with soldiers with grave connotations for the one we opted to neglect. Dieannin and I simply shrugged and decided to do both: he'd go with the Dunmer She-Captain to the docks while I headed to the fort... where Covenant were gating in. Really? What's the point of walls?
Regardless, both defense points were successful. I slew the mage themed Covenant commander while Dieannin Avery handled what sounded to be a more brute force type leader who killed the Dunmer She-Captain. We were then tasked with alerting the next town along of the impending threat and hoofed it on to the walled city of Davon's Watch. At its gates I finally part with Dieannin. Thanks dude!
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Saturday, 25 February 2017
TESO: New Life Unlock
Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!
For some reason Friede's words "Thy place of belonging" kept ringing in my mind and with the Fire Keeper's help I used my significant soul fire to teleport me somewhere closer to home.
I awoke in a very weakened state in the familiar landscape of Coldharbour. Lucky for me not five minutes goes by before a towering Nord lady named Lyris frees me from my cell, informing me that my current undeath condition was caused by some scum named Mannimarco. With no intention of keeping the silence this time, I took great pleasure in eviscerating all the dremora in the way to our escape route: another prisoner called "the Prophet".
The old guy manages to open a portal back to Tamriel for us, but thanks to Molag Bal's interference Lyris doesn't escape. Just want to note that it is fortunate the Prophet's portal opened over the sea because it was pretty high up! I washed ashore on a snowy little island called Bleakrock and was soon conscripted by the local Dunmer She-Captain into gathering all the townsfolk for an emergency evacuation since Covenant warships were spotted headed this way.
Despite the "rush" I happen to come across a friendly Argonian He Alve who teaches me the art of lock picking, which is now a simple mini game. Simple when someone explains it anyway! Just push down on each tumbler and let go when it starts to shake. More importantly just -remember- when it starts to shake so your second attempt will always work. After this two minute crash course, I've not failed any. Thank you He Alve!
For some reason Friede's words "Thy place of belonging" kept ringing in my mind and with the Fire Keeper's help I used my significant soul fire to teleport me somewhere closer to home.
I awoke in a very weakened state in the familiar landscape of Coldharbour. Lucky for me not five minutes goes by before a towering Nord lady named Lyris frees me from my cell, informing me that my current undeath condition was caused by some scum named Mannimarco. With no intention of keeping the silence this time, I took great pleasure in eviscerating all the dremora in the way to our escape route: another prisoner called "the Prophet".
I can still backstab with a two handed sword!
The old guy manages to open a portal back to Tamriel for us, but thanks to Molag Bal's interference Lyris doesn't escape. Just want to note that it is fortunate the Prophet's portal opened over the sea because it was pretty high up! I washed ashore on a snowy little island called Bleakrock and was soon conscripted by the local Dunmer She-Captain into gathering all the townsfolk for an emergency evacuation since Covenant warships were spotted headed this way.
Despite the "rush" I happen to come across a friendly Argonian He Alve who teaches me the art of lock picking, which is now a simple mini game. Simple when someone explains it anyway! Just push down on each tumbler and let go when it starts to shake. More importantly just -remember- when it starts to shake so your second attempt will always work. After this two minute crash course, I've not failed any. Thank you He Alve!
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Thursday, 20 October 2016
Skyrim: The Bottom of the World
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Stumbling around the dark we are surprised to encounter Llavados, the Dunmer cyborg who first brought us to Lull-Mor, and he is surprisingly sane. Apparently if I can survive the bottom of the world I will find what I need to defeat Archeron. Inspired, we look around and find puzzles that mostly rely on sending lights back to open doors. This is really cool, and sets the stage for a boss fight against a giant robot who can only be defeated bylaser light beams.
He drops the Lullian Shield, which has the impressive ability of being able to throw people around through bashing. After practicing on a wandering golem, I get to use it for real as Masscroft comes down from an elevator (to the bottom of the world... sure why not) to make sure we are dead. Fortunately there's a handy hole in the center of the room (to the bottom-est of the world?) and regardless of his god mode or invisibility potions, it's pretty easy pushing him into it repeatedly. Eventually he fails to crawl back out.
Taking the lift back to Lull-Mor, Medeliu Hammar tells us that Archeron has sent through his whole squad of immortal experiments into the dig which doesn't bode well for Numinar or his folk. Sofia and I give chase and thankfully the caves give way to lava filled chambers, the type that's just perfect to push god-mode enemies into!
Stumbling around the dark we are surprised to encounter Llavados, the Dunmer cyborg who first brought us to Lull-Mor, and he is surprisingly sane. Apparently if I can survive the bottom of the world I will find what I need to defeat Archeron. Inspired, we look around and find puzzles that mostly rely on sending lights back to open doors. This is really cool, and sets the stage for a boss fight against a giant robot who can only be defeated by
Finding the light in the darkest places.
He drops the Lullian Shield, which has the impressive ability of being able to throw people around through bashing. After practicing on a wandering golem, I get to use it for real as Masscroft comes down from an elevator (to the bottom of the world... sure why not) to make sure we are dead. Fortunately there's a handy hole in the center of the room (to the bottom-est of the world?) and regardless of his god mode or invisibility potions, it's pretty easy pushing him into it repeatedly. Eventually he fails to crawl back out.
Taking the lift back to Lull-Mor, Medeliu Hammar tells us that Archeron has sent through his whole squad of immortal experiments into the dig which doesn't bode well for Numinar or his folk. Sofia and I give chase and thankfully the caves give way to lava filled chambers, the type that's just perfect to push god-mode enemies into!
Tossing god mode baddies into lava. I'm getting good at this!
Tuesday, 11 October 2016
Skyrim: Lull-Mor
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
The cyborg core tells us we need to reach the Wheels of Lull, which is accessible via a deep mine. Bandit refuses to enter due to her claustrophobia so I get her to guard outside while Sofia and I deal with the multitude of poltergeists within. Poltergeists that like to throw mine carts around, and join together to form a giant poltergeist! Sofia has some fun tearing that one into pieces.
Eventually we find elevators down to Lull-Mor, an technologically advanced outpost manned by more cyborgs: the Chronographers. Their leader, Numinar, is not so pleased to have us here but since there are problems with the other outposts he puts us to work on discovering who is behind these incursions. I'm surprised he doesn't ask the resident know it all, Medeliu Hammar, who is actually really interesting to talk to.
It's pretty cool that they offer to outfit us with guns, but since my bow is better I just purchase one for Sofia before heading out to investigate. And by investigate I mean put up some poles which discover that the Thalmor are behind all of Lull-Mor's problems. Numinar tasks me next to go undercover to theBananas Thalmor experiment post to gather more data.
I guess this place is haunted...
The cyborg core tells us we need to reach the Wheels of Lull, which is accessible via a deep mine. Bandit refuses to enter due to her claustrophobia so I get her to guard outside while Sofia and I deal with the multitude of poltergeists within. Poltergeists that like to throw mine carts around, and join together to form a giant poltergeist! Sofia has some fun tearing that one into pieces.
I did have to help out a little.
Eventually we find elevators down to Lull-Mor, an technologically advanced outpost manned by more cyborgs: the Chronographers. Their leader, Numinar, is not so pleased to have us here but since there are problems with the other outposts he puts us to work on discovering who is behind these incursions. I'm surprised he doesn't ask the resident know it all, Medeliu Hammar, who is actually really interesting to talk to.
It's pretty cool that they offer to outfit us with guns, but since my bow is better I just purchase one for Sofia before heading out to investigate. And by investigate I mean put up some poles which discover that the Thalmor are behind all of Lull-Mor's problems. Numinar tasks me next to go undercover to the
I am so calling them bananas now. :P
Sunday, 9 October 2016
Skyrim: Disavowed
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
We finally reach the hideout of the Mythic Dawn and by luck, the moron we "saved" is related to the cult leader so we are instantly offered a low level "errand runner" position in the cult. Huzzah, now we can go fetch the troll fat, the illegal weapon supplies, crates of ale, etc. The good part about being in the logistics department is that we can come and go as we please, so obviously my first stop is to retrieve all my OP gear. :P
Anyway, the base is huge and crawling with an army of people. They are nice enough, apart from the fact that they're trying to open gates to Oblivion again, and I am soon tasked with eliminating their chief smelter who can turn silver ingots into daedric equipment - most probably because she's hacked. While that's easy enough to do, the rest of the quest unfortunately does not continue due to scripting problems or conflicts I suppose which leaves me only one course of action.
It's not surprising that I am kicked out of the Agents of Stendarr after the massacre, and they don't want anything more to do with my bloodthirsty ways (which is pretty rich coming from them). Anyway, we are on the way to check on Rayya when a strange, and possibly crazy cyborg dunmer approaches us and asks for our help in saving someone. In an interesting twist, he "kills" himself so that we can take him (his core, which can still talk) with us.
We finally reach the hideout of the Mythic Dawn and by luck, the moron we "saved" is related to the cult leader so we are instantly offered a low level "errand runner" position in the cult. Huzzah, now we can go fetch the troll fat, the illegal weapon supplies, crates of ale, etc. The good part about being in the logistics department is that we can come and go as we please, so obviously my first stop is to retrieve all my OP gear. :P
Bandit is really getting into the whole, pretend to be a cultist thing.
Anyway, the base is huge and crawling with an army of people. They are nice enough, apart from the fact that they're trying to open gates to Oblivion again, and I am soon tasked with eliminating their chief smelter who can turn silver ingots into daedric equipment - most probably because she's hacked. While that's easy enough to do, the rest of the quest unfortunately does not continue due to scripting problems or conflicts I suppose which leaves me only one course of action.
Kill... them... ALL!
You think?
It's not surprising that I am kicked out of the Agents of Stendarr after the massacre, and they don't want anything more to do with my bloodthirsty ways (which is pretty rich coming from them). Anyway, we are on the way to check on Rayya when a strange, and possibly crazy cyborg dunmer approaches us and asks for our help in saving someone. In an interesting twist, he "kills" himself so that we can take him (his core, which can still talk) with us.
"No getting stuck in walls" is a good bonus! :P
Saturday, 17 September 2016
Skyrim: A Criminal from Morrowind
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
In search of the Morrowind criminal, Bo and I headed to the foundling little hamlet of Little Vivec as suggested by Mandryn (who claimed to be following other leads but I suspect he was just drinking all the ale in that tavern). The new community was made up of Dunmer who had fled from the racism of Windhelm and they had a fair amount of courier work to hand out. None of them wanted to talk about the strange warrior who had come through a few days before.
I figured taking out some local bandits for the community might loosen their tongues but they were all dead when we arrived at their camp, apparently beaten to it by the mysterious stranger. Finally one of the dunmer admitted that this stranger was seeking some nearby dwemer ruins so Bo and I hoofed it over there and followed the trail of dead bodies and broken robots deep into the small facility.
A trio of riddles also blocked the path but they were easily solved once I worked out the cool mechanic. Basically the answer to each was an item, and so if the answer was "time" for example, I'd need to put a watch into a nearby box to unlock the door. Good design work there I thought. :) Finally we caught up to this mysterious warrior, and he asked for our help. I immediately said yes.
In search of the Morrowind criminal, Bo and I headed to the foundling little hamlet of Little Vivec as suggested by Mandryn (who claimed to be following other leads but I suspect he was just drinking all the ale in that tavern). The new community was made up of Dunmer who had fled from the racism of Windhelm and they had a fair amount of courier work to hand out. None of them wanted to talk about the strange warrior who had come through a few days before.
I figured taking out some local bandits for the community might loosen their tongues but they were all dead when we arrived at their camp, apparently beaten to it by the mysterious stranger. Finally one of the dunmer admitted that this stranger was seeking some nearby dwemer ruins so Bo and I hoofed it over there and followed the trail of dead bodies and broken robots deep into the small facility.
A trio of riddles also blocked the path but they were easily solved once I worked out the cool mechanic. Basically the answer to each was an item, and so if the answer was "time" for example, I'd need to put a watch into a nearby box to unlock the door. Good design work there I thought. :) Finally we caught up to this mysterious warrior, and he asked for our help. I immediately said yes.
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Thursday, 15 September 2016
Skyrim: The Ebony Warrior
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Arriving at Windhelm I decided to check in with Njada but only got to the town center when a massive Ebony Warrior approached me and having "accomplished everything" wanted to duel me as his final challenge in life. I told him I'd think about it, and when he turned around I called the guards on him (by making him angry via pickpocket). I stood back as I watched the Ebony Warrior decimate the five guards that arrived, learning that he had decent restoration skills and that he too was dragonborn. That's not such a big deal these days.
Not willing to risk the lives of any more citizens I let the giant of a man leave after he sheathed his weapon. I had hoped to track him outside but he simply vanished once he reached the gate! Concerned for her safety, I thought I'd advise Njada to move house but she adamantly refused since there were others in the city that required her protection.
My next stop was Riverwood where I recruited Bo after returning Marauder's body to the camp (it sort of got there on its own actually, kinda strange). She mentioned a possible lead in the local tavern and sure enough a dunmer named Mandryn was there asking for my help to track down a dangerous fugitive from Morrowind for a measly 500 gold reward. "Did this guy wear Ebony Armor?" I asked, "If so I think I've already run into him."
Arriving at Windhelm I decided to check in with Njada but only got to the town center when a massive Ebony Warrior approached me and having "accomplished everything" wanted to duel me as his final challenge in life. I told him I'd think about it, and when he turned around I called the guards on him (by making him angry via pickpocket). I stood back as I watched the Ebony Warrior decimate the five guards that arrived, learning that he had decent restoration skills and that he too was dragonborn. That's not such a big deal these days.
I should really consider lighting a torch for screenies...
Not willing to risk the lives of any more citizens I let the giant of a man leave after he sheathed his weapon. I had hoped to track him outside but he simply vanished once he reached the gate! Concerned for her safety, I thought I'd advise Njada to move house but she adamantly refused since there were others in the city that required her protection.
My next stop was Riverwood where I recruited Bo after returning Marauder's body to the camp (it sort of got there on its own actually, kinda strange). She mentioned a possible lead in the local tavern and sure enough a dunmer named Mandryn was there asking for my help to track down a dangerous fugitive from Morrowind for a measly 500 gold reward. "Did this guy wear Ebony Armor?" I asked, "If so I think I've already run into him."
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Friday, 9 September 2016
Skyrim: Raven Rock Rumble
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Having finished our business on Solstheim, Valdimar and I headed back to Raven Rock where the resident orc jackass, Morgul, who previously had less than two sentences for me accosted us saying that I inherited a debt. Apparently the new steward I previously got for Neloth owed him 1,000 gold. That debt was now on me, and he threatened to send enforcers to remind me about it.
Despite it being such a paltry amount, his tone really irked me so I threatened his life. He said that the guards would come and arrest me, not him - instantly revealing that they were corrupt and in his pocket too. I gave them the benefit of the doubt though by circling around to his body guard and slicing his neck from ear to ear then immediately stowing my weapons. No one saw me do it. Morgul instantly went on the attack though, and the town guards joined HIS side, proving they are corrupt.
While the orc died easy, guard captain Veleth delayed me somewhat with his decent parrying letting his men turn Valdimar into a pin cushion of arrows. After I finished with him, I went after all his men and executed them so that all - even chasing them into various buildings as they fled like the cowardly dunmer rats they were. A trio of Morag Tong assassins took advantage of the chaos and crept into town only to be slaughtered along side those they opposed. Based on the orders they were carrying, their target had changed to me. Good luck with that.
Having finished our business on Solstheim, Valdimar and I headed back to Raven Rock where the resident orc jackass, Morgul, who previously had less than two sentences for me accosted us saying that I inherited a debt. Apparently the new steward I previously got for Neloth owed him 1,000 gold. That debt was now on me, and he threatened to send enforcers to remind me about it.
Thank you, whoever put that option! :P
Despite it being such a paltry amount, his tone really irked me so I threatened his life. He said that the guards would come and arrest me, not him - instantly revealing that they were corrupt and in his pocket too. I gave them the benefit of the doubt though by circling around to his body guard and slicing his neck from ear to ear then immediately stowing my weapons. No one saw me do it. Morgul instantly went on the attack though, and the town guards joined HIS side, proving they are corrupt.
While the orc died easy, guard captain Veleth delayed me somewhat with his decent parrying letting his men turn Valdimar into a pin cushion of arrows. After I finished with him, I went after all his men and executed them so that all - even chasing them into various buildings as they fled like the cowardly dunmer rats they were. A trio of Morag Tong assassins took advantage of the chaos and crept into town only to be slaughtered along side those they opposed. Based on the orders they were carrying, their target had changed to me. Good luck with that.
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Solstheim,
Valdimar,
Veleth
Wednesday, 7 September 2016
Skyrim: Worthless
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
With Solitude on its last legs I made my way to nearby Morthal where the jarl had assigned Valdimar as my housecarl. Interesting since I don't have a house in Morthal, but anyway... Fortunately Valdimar was interested in visiting Solstheim, because that's where we were headed. After unloading the deliveries for Neloth we learn that someone's been sending ash spawn his way as of late. A cursory investigation leads us to suspect his ex-apprentice Ildari, whom he tried to make a zombie. Yeah that would do it.
We track her down to an abandoned fort and I let Valdimar demonstrate his skill... and it is quite lacking when facing multiple opponents. So, instead I let him go after Ildari while I take care of her adds. This works out much better for him as he finds victory in that battle. Neloth rewards us with membership to House Telvanni, which means exactly ... nothing. Great.
We stop by Ralis' dig on the way to Raven Rock and find that the draugr have again caused grief. Valdimar has no issues clearing them out (I suppose he's more familiar with Draugr) while I count out 3000 gold to help fund not only more labor, but some mercs as well. Pity I can't actually hire a new dig master, one who has foresight.
With Solitude on its last legs I made my way to nearby Morthal where the jarl had assigned Valdimar as my housecarl. Interesting since I don't have a house in Morthal, but anyway... Fortunately Valdimar was interested in visiting Solstheim, because that's where we were headed. After unloading the deliveries for Neloth we learn that someone's been sending ash spawn his way as of late. A cursory investigation leads us to suspect his ex-apprentice Ildari, whom he tried to make a zombie. Yeah that would do it.
I guess "n'wah" is Dunmer for turd, because Ildari just pooped her robes.
We track her down to an abandoned fort and I let Valdimar demonstrate his skill... and it is quite lacking when facing multiple opponents. So, instead I let him go after Ildari while I take care of her adds. This works out much better for him as he finds victory in that battle. Neloth rewards us with membership to House Telvanni, which means exactly ... nothing. Great.
We stop by Ralis' dig on the way to Raven Rock and find that the draugr have again caused grief. Valdimar has no issues clearing them out (I suppose he's more familiar with Draugr) while I count out 3000 gold to help fund not only more labor, but some mercs as well. Pity I can't actually hire a new dig master, one who has foresight.
Labels:
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Dunmer,
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Neloth,
Ralis,
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Solitude,
Solstheim,
Valdimar,
Wizard
Monday, 29 August 2016
Skyrim: Off to see the Wizard
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Our reward for protecting the councilman from his enemies was citizenship and a house in Raven Rock! This is great as it provides a spot to unload all the junk I've been collecting. Since the quests in town have dried up, Sero and I head off to visit the wizard Neloth who literally lives in a giant shroom while his servants live in smaller shrooms. These dunmer are funny.
Neloth is the local guru of Black Books it seems and agrees to help me stop Miraak if I help him get his hands on the book at a nearby dwemer ruin, which also holds the new ballista bot enemies which are pretty cool. The whole steam powered place is sinking into the ocean, and getting power to open the book case from the lower levels involves a bit of swimming and water puzzles. The hunters necklace of water breathing is really useful here!
With the target book finally in our hands, Neloth lets me read it first leading to the longest and coolest map of Apocrypha so far. Hermaeus Mora (who seems to come right out of the HP Lovecraft mythos) chats to me at the summit, revealing that he has been training Miraak all this time but now that Miraak is abandoning him, he will help me instead - if I give him access to some secret knowledge Frea's shaman dad was hiding from him. I don't really have much choice in the matter it seems.
After sending me back to Solstheim my little group is attacked by one of Miraak's dragons who was sent to assassinate me. Hah, an assassin dragon! As you might have guessed, it stood no chance.
Our reward for protecting the councilman from his enemies was citizenship and a house in Raven Rock! This is great as it provides a spot to unload all the junk I've been collecting. Since the quests in town have dried up, Sero and I head off to visit the wizard Neloth who literally lives in a giant shroom while his servants live in smaller shrooms. These dunmer are funny.
Kill... all... organics!
Neloth is the local guru of Black Books it seems and agrees to help me stop Miraak if I help him get his hands on the book at a nearby dwemer ruin, which also holds the new ballista bot enemies which are pretty cool. The whole steam powered place is sinking into the ocean, and getting power to open the book case from the lower levels involves a bit of swimming and water puzzles. The hunters necklace of water breathing is really useful here!
Hate to be the one to put those pages back where they belong!
With the target book finally in our hands, Neloth lets me read it first leading to the longest and coolest map of Apocrypha so far. Hermaeus Mora (who seems to come right out of the HP Lovecraft mythos) chats to me at the summit, revealing that he has been training Miraak all this time but now that Miraak is abandoning him, he will help me instead - if I give him access to some secret knowledge Frea's shaman dad was hiding from him. I don't really have much choice in the matter it seems.
Mr. Know it all.
After sending me back to Solstheim my little group is attacked by one of Miraak's dragons who was sent to assassinate me. Hah, an assassin dragon! As you might have guessed, it stood no chance.
Labels:
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Apocrypha,
Dragon,
Dunmer,
Frea,
Hermaeus Mora,
Lovecraft,
Miraak,
Neloth,
Raven Rock,
Robot,
Skyrim,
Solstheim,
Teldryn Sero,
Wizard
Saturday, 23 July 2016
Skyrim: Reincarnated
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Azura imparted some really obscure information to me which I didn't fully understand, but she did say I was free to take Sunder and so I did. For a "legendary" weapon it didn't come close to any of my current equipment. Before leaving I did have to ask Azura one thing... "Is your kung fu stronger than my kung fu!?" I'm pleased she was game enough to actually participate, unlike that cheater Sanguine.
After a decent sparring session, I said thank you by knocking her out with an uppercut and took my leave. Mellori finally came clean when I gave her the hammer, saying she was doing all of this to try forge a weapon capable of killing the person who slew her dad. Someone really bad. She refused to name drop though, and said she'd send us a note when she was ready, since all her previous attempts at forging whatever she was making didn't turn out right.
There was one really bad dude who came to mind though, so Brutus and I headed to Whiterun to see if we could learn more about him. I'm talking of Dagoth Ur of course, whose Dreamers are becoming more frequent in each town. At the tavern, a traveling dunmer named Iverelle Savidri confirms my suspicions and what the dreamers have been trying to preach: Dagoth Ur has fully revived from his defeat at Red Mountain, and is reforming the Sixth House cult here in Skyrim.
It is up to the reincarnation of the Nerevarine to stop him...
Azura imparted some really obscure information to me which I didn't fully understand, but she did say I was free to take Sunder and so I did. For a "legendary" weapon it didn't come close to any of my current equipment. Before leaving I did have to ask Azura one thing... "Is your kung fu stronger than my kung fu!?" I'm pleased she was game enough to actually participate, unlike that cheater Sanguine.
She'll be alright.
After a decent sparring session, I said thank you by knocking her out with an uppercut and took my leave. Mellori finally came clean when I gave her the hammer, saying she was doing all of this to try forge a weapon capable of killing the person who slew her dad. Someone really bad. She refused to name drop though, and said she'd send us a note when she was ready, since all her previous attempts at forging whatever she was making didn't turn out right.
There was one really bad dude who came to mind though, so Brutus and I headed to Whiterun to see if we could learn more about him. I'm talking of Dagoth Ur of course, whose Dreamers are becoming more frequent in each town. At the tavern, a traveling dunmer named Iverelle Savidri confirms my suspicions and what the dreamers have been trying to preach: Dagoth Ur has fully revived from his defeat at Red Mountain, and is reforming the Sixth House cult here in Skyrim.
Coinciding with an eclipse eh...
It is up to the reincarnation of the Nerevarine to stop him...
And his lackeys!
Labels:
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Princess,
Red Mountain,
Sanguine,
Skyrim,
Whiterun
Monday, 18 July 2016
Skyrim: Return to Nirn
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
After eight or so maps of falling I finally ended up... on a UFO? What? Someone call XCOM! Haha! The view was amazing though. There were also some really cool shoes that negate falling damage just sitting there, which I figured I'd need - on the way down! LOL! Definitely one of the strangest adventures I've come across so far.
It was back to business when I was back on Nirn, as Brutus told me Njada had been kidnapped (again) by a vampire and his bandit cronies. We made a beeline for the shipwreck that served as their base, and Brutus showed off his talent by killing everything himself. All I did was free Njada. Why do I even give her weapons? *sigh*
Decided to head to Riften to see if there were any rumors about where those bandits came from, and instead I find a more disturbing encounter, a dunmer "dreamer" who keeps talking about his resurrected lord who speaks to him in his dreams: Dagoth Ur.
And you thought Death Mountain was weird!
After eight or so maps of falling I finally ended up... on a UFO? What? Someone call XCOM! Haha! The view was amazing though. There were also some really cool shoes that negate falling damage just sitting there, which I figured I'd need - on the way down! LOL! Definitely one of the strangest adventures I've come across so far.
Prepare for re-entry!
It was back to business when I was back on Nirn, as Brutus told me Njada had been kidnapped (again) by a vampire and his bandit cronies. We made a beeline for the shipwreck that served as their base, and Brutus showed off his talent by killing everything himself. All I did was free Njada. Why do I even give her weapons? *sigh*
Decided to head to Riften to see if there were any rumors about where those bandits came from, and instead I find a more disturbing encounter, a dunmer "dreamer" who keeps talking about his resurrected lord who speaks to him in his dreams: Dagoth Ur.
Not you guys again!
Labels:
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Dunmer,
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Riften,
Skyrim,
UFO,
Vampire,
XCOM
Sunday, 12 June 2016
Skyrim: Keys in the Deep
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
Since I screwed up previously, I decided to hunt down the missing people this time around, and found a trap door in one of the houses that led to a subset of tunnels which seemed to connect most of the central structures. In there I also found remains being eaten by a giant skeever who somehow managed to get the drop on me. In it's belly was a necklace that the Dunmer man recognized to be Maisi's, his wife. I guess she didn't find another way out after all.
The other missing person was the crazy guy's brother who had left him a key and a not so obfuscated clue of looking where he would need to hold his breath. I jumped in the lake and found a submerged house that had a passage into an even deeper underwater cave. I really wish I remembered to learn or bring water breathing equipment, finding an air pocket was hectic. Eventually an exit led out of the water into a chamber with some very hungry Argonians.
They were smart enough to let me pass to find the chest which was the "treasure" the crazy guy had been looking for all along. Inside wasn't treasure though. It was another key to a room in the palace. It was then that I realized I had overlooked one suspect...
Since I screwed up previously, I decided to hunt down the missing people this time around, and found a trap door in one of the houses that led to a subset of tunnels which seemed to connect most of the central structures. In there I also found remains being eaten by a giant skeever who somehow managed to get the drop on me. In it's belly was a necklace that the Dunmer man recognized to be Maisi's, his wife. I guess she didn't find another way out after all.
Super sneaky for a big rat!
The other missing person was the crazy guy's brother who had left him a key and a not so obfuscated clue of looking where he would need to hold his breath. I jumped in the lake and found a submerged house that had a passage into an even deeper underwater cave. I really wish I remembered to learn or bring water breathing equipment, finding an air pocket was hectic. Eventually an exit led out of the water into a chamber with some very hungry Argonians.
If only more NPCs were smart enough to back down.
They were smart enough to let me pass to find the chest which was the "treasure" the crazy guy had been looking for all along. Inside wasn't treasure though. It was another key to a room in the palace. It was then that I realized I had overlooked one suspect...
Friday, 10 June 2016
Skyrim: Not part of the Solution
Adventures in Skyrim - spoilers ahead! You can follow the rest of the story here!
With proof now that the Dwarves Law is really a thing it was time to see who among the population could potentially screw everything up:
Apparently the correct answer was: Me. Too many douche bags, I couldn't help myself. As soon as I killed that shifty, lying shop keep the whole place shook, and a booming voice declared "The many shall suffer for the sins of the one."
With that all the lights went off, and scary, end of times music began to play and all the dwarven robots activated and began torching everyone. Obviously my first instinct was to fight but I simply could not damage them. They couldn't hurt me either, but they certainly could rag doll me around the place effortlessly. In a short time everyone else started to burn.
That's when I noticed Jarl Metellus running for the Lake house (since I was in the lake at the time), so I decided to follow him. Sure enough, upon entering I witness the last part of his time spell where he disintegrates himself. Stepping back outside, everything has reset and is bright and happy with everyone alive once more.
With proof now that the Dwarves Law is really a thing it was time to see who among the population could potentially screw everything up:
- The angry dunmer whose wife supposedly found a way out of this place somehow.
- The researchers who enjoy poking and prodding the ancient dwarf tech, convinced that the statue heads are actually watching everyone.
- The Imperial engineer who has been tasked with destroying said statue heads.
- The gay grocer and the paranoid psycho who sends him death threats.
- The ex assassin, who is actively being hunted by others (that jump down the pipe).
- The fisherman who longs to go axe-murdering bandits again.
- A mischievous daughter who is tired of being locked up in the palace.
- A skooma addict.
- A pair of overworked smiths.
- The crazy idiot who enjoys pestering everyone to help him find the treasure of his missing brother.
- A shop keep who likes short changing his customers with bogus potions.
- An uppity douche bag, next in line to be Jarl who actively treats everyone, including myself, as "peasants" and his terrified and abused girl friend.
Apparently the correct answer was: Me. Too many douche bags, I couldn't help myself. As soon as I killed that shifty, lying shop keep the whole place shook, and a booming voice declared "The many shall suffer for the sins of the one."
With that all the lights went off, and scary, end of times music began to play and all the dwarven robots activated and began torching everyone. Obviously my first instinct was to fight but I simply could not damage them. They couldn't hurt me either, but they certainly could rag doll me around the place effortlessly. In a short time everyone else started to burn.
Those robots are sooo angry!
That's when I noticed Jarl Metellus running for the Lake house (since I was in the lake at the time), so I decided to follow him. Sure enough, upon entering I witness the last part of his time spell where he disintegrates himself. Stepping back outside, everything has reset and is bright and happy with everyone alive once more.
Labels:
Adventure Journal,
Assassin,
Dunmer,
Dwarf,
Imperial,
Jarl Metellus,
Mod,
Mystery,
Robot,
Skyrim
Monday, 17 February 2014
Who is your Elder Scrolls Main?
Question time from me since all this talk of The Elder Scrolls Online is slowly seeping out from the bowels of the NDA. If you are going to play TESO or have played any of the previous Elder Scrolls game - who is your main character? The first one you create? Do you often change your protagonist? I don't and you probably can guess what I play just by my name.
If you don't / haven't / aren't going to play any Elder Scrolls related stuff I'd still like your input just based on races. Your choices are:
Top Row:
Altmer - tall high elves that favour magic
Argonian - agile lizard folk who favour magic and are resistant to disease
Bosmer - shortish, dextrous wood elves
Breton - fair haired humans that favour magic
Dunmer - dark (of skin) elves proficient in melee and magic
Bottom Row:
Imperial - everyday normal dudes that excel as crafters and traders
Khajiit - sneaky cat people, complete with whiskers - that enjoy making drugs
Nord - pretty much Vikings who like to punch things - especially dragons
Orc - green of skin with under bite, you won't like them when they're angry
Redguard - dark skinned human warriors - best fighters of the land supposedly
Just curious! Looking forward to seeing your answers! :)
If you don't / haven't / aren't going to play any Elder Scrolls related stuff I'd still like your input just based on races. Your choices are:
Altmer - tall high elves that favour magic
Argonian - agile lizard folk who favour magic and are resistant to disease
Bosmer - shortish, dextrous wood elves
Breton - fair haired humans that favour magic
Dunmer - dark (of skin) elves proficient in melee and magic
Bottom Row:
Imperial - everyday normal dudes that excel as crafters and traders
Khajiit - sneaky cat people, complete with whiskers - that enjoy making drugs
Nord - pretty much Vikings who like to punch things - especially dragons
Orc - green of skin with under bite, you won't like them when they're angry
Redguard - dark skinned human warriors - best fighters of the land supposedly
Just curious! Looking forward to seeing your answers! :)
Labels:
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Breton,
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Nord,
Orc,
Redguard,
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