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!
Received a letter from Tolfdir via courier today, while he hasn't found a cure for my condition yet he has learned that the spell cast upon me has a limited range and must be done from a pretty high altitude. Given I was in Markarth the best spot would be from the city itself, but since that's too obvious the second best spot would be at Dead Crone Rock which is where I needed to head next. First I managed to finally upgrade all my gear again then with Kharjo in tow we followed the path, right into a wandering bandit chief party. What the hell. There were four of them! All chiefs, no indians. After that fight we ran into a witch and a Shadow Nightingale!? Seems like something really wants to keep me away from this place.
Managed to kill them too then had a bit of peace and quiet until we reached the forsworn camp at the base of Dead Crone Rock. Despite killing the sentries quietly and smoothly the sheer number of opponents here was problematic, but Kharjo and I persevered (mainly using lots of food) and slaying them all. We were in for a surprise at the higher level though, where my missing horse Shadowmere was fighting the Briarheart and his pet troll! WTF. No Idea how the hell that happened, but I'll take any help I can get! After we cleared out the outside we assaulted the tower itself, easily clearing out the few remaining forsworn and reaching the highest point with the Word wall. There I found the tome that had been stolen from the mages college, and after browsing some pages found what was afflicting me. More importantly I found what I needed to cure myself.
Other than a skilled mage (which I'm not), I was going to need bear claws, taproot and a giant's toe - and I already had all except the last. However I knew exactly where to get one - slightly annoyed I had to leave Shadowmere again though, due to the non-iron metals in his saddle (or being, what the heck type of horse is he anyway). We returned back down the road where we were ambushed by a lone wood elf (stupid girl) and then ran into Maiq the Liar. Chatted for a bit then moved on to Karthspire. I knew there was a dead giant there that would be easy pickings. What I didn't know was that all the forsworn had returned to the area, making it a hell of a task getting to it given I was out of arrows. In the end we just had to bolt, grabbing the toe while evading spells and arrows of the defenders then running quickly up into Sky Haven Temple where they refused to follow.
Showing posts with label Skyrim Scenario. Show all posts
Showing posts with label Skyrim Scenario. Show all posts
Sunday, 16 September 2012
Fighting the Forsworn Army
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Thursday, 13 September 2012
End of the Road
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!
Asked around at the Winking Skeever for clues, getting an extra one from the kid Minnete who happened to be there too then began going door to door looking for the agent in this city, but finding none. Visited Proudspire Manor to let Njada and Jordis know I was ok (tested them and they weren't agents either) then went next door to the Bard's college where everyone seemed to check out until I got to the kitchen. It was the old cook! I simply waited for an opportune time and slit the old man's throat as he ate. With that easily accomplished I noticed more Pentius Occultus agents lurking about so with Kharjo we set to work eliminating all of them, where I managed to finishing stab one and throat slit another. A pair of guards got involved and they needed to die too, fortunately I managed to snarf a hunting bow from one of them. We then quickly shadowed our way back down the side entrance and began to hoof it to Morthal.
I knew this would be a harder task since I couldn't swim "up" waterfalls meaning I'd need to be on the road this time, and sure enough Dragonbridge proved a very tough place to pass with it's high volume of guardsmen (bad luck as a patrol was there too). Told Kharjo to just buy me time then escape so we split up, with the cat holding off a large portion of the guards while I high tailed it outta there. After what seemed to be a really long sprint across the mountains I was clear, and back on the road where I encountered a friendlier group of three Stormcloak soldiers who happened to be walking in the same direction I wanted to go. Figured it was safer to travel together so I just strolled with them down the road, and after a few minutes a familiar khajiit came running up - it was Kharjo! He somehow gave the Dragonbridge guards the slip and got ahead of us.
We were in high spirits as we neared Morthal when a group of forsworn raiders attacked. There were only three of them, but each of them managed to kill a guardsman before either myself or Kharjo could finish them off. I was so angry that I (finishing move) beheaded the last one. Finally we made it to the City of Stone and easilly found the last agent inside the Silverblood Inn itself. It was Muiri, who apparently would do anything for money. Despite the inn being crowded at the time I already knew how to take her out - hidden from a room with an arrow to the neck. Why would she turn on someone who helped her!? No matter, at least I'm closer to getting this curse removed.
Asked around at the Winking Skeever for clues, getting an extra one from the kid Minnete who happened to be there too then began going door to door looking for the agent in this city, but finding none. Visited Proudspire Manor to let Njada and Jordis know I was ok (tested them and they weren't agents either) then went next door to the Bard's college where everyone seemed to check out until I got to the kitchen. It was the old cook! I simply waited for an opportune time and slit the old man's throat as he ate. With that easily accomplished I noticed more Pentius Occultus agents lurking about so with Kharjo we set to work eliminating all of them, where I managed to finishing stab one and throat slit another. A pair of guards got involved and they needed to die too, fortunately I managed to snarf a hunting bow from one of them. We then quickly shadowed our way back down the side entrance and began to hoof it to Morthal.
I knew this would be a harder task since I couldn't swim "up" waterfalls meaning I'd need to be on the road this time, and sure enough Dragonbridge proved a very tough place to pass with it's high volume of guardsmen (bad luck as a patrol was there too). Told Kharjo to just buy me time then escape so we split up, with the cat holding off a large portion of the guards while I high tailed it outta there. After what seemed to be a really long sprint across the mountains I was clear, and back on the road where I encountered a friendlier group of three Stormcloak soldiers who happened to be walking in the same direction I wanted to go. Figured it was safer to travel together so I just strolled with them down the road, and after a few minutes a familiar khajiit came running up - it was Kharjo! He somehow gave the Dragonbridge guards the slip and got ahead of us.
We were in high spirits as we neared Morthal when a group of forsworn raiders attacked. There were only three of them, but each of them managed to kill a guardsman before either myself or Kharjo could finish them off. I was so angry that I (finishing move) beheaded the last one. Finally we made it to the City of Stone and easilly found the last agent inside the Silverblood Inn itself. It was Muiri, who apparently would do anything for money. Despite the inn being crowded at the time I already knew how to take her out - hidden from a room with an arrow to the neck. Why would she turn on someone who helped her!? No matter, at least I'm closer to getting this curse removed.
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Wednesday, 12 September 2012
Old Acquaintances
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 a quick resupply at Fort Dunstad, avoiding a wizard fighting various wild life, and examining a Shrine to Dibella that I had missed before I finally made it back to Dawnstar and went into the tavern to find clues. It was dinner time and there were a fair number of people here but none of them seemed to be the thalmor agent. Decided to stop by the iron mine again to get more ores but could only get two this time since the ones I harvested from my previous visit had not returned. Continued investigation on the docked boat but the sailors were all clean, then finally found the scum in the museum - that traitor Silas whom I had helped earlier! He hid his involvement well, but there was no tricking me. I asked him for a bowl of stew and he obliged - as he stirred the pot I shoved my sword through his back, killing the traitorous bastard. Should have let the dremora eat him.
On my way out of town I happened across a Khajiit caravan, the one with my friend Kharjo! I got him to join me and I asked him why he was previously imprisoned. Turns out he was selling drugs to kids. Just like the caravan is doing now. He refused to kill his fellow cats though, so I backstabbed all his compatriots for their sins and warned him that the same would happen to him if he didn't pay off his debt to society (me). Then the curse must have gone into a second phase because out of nowhere, Ria's corpse appeared and began floating around like a wisp mother. We all attacked it and when it "died" she vanished (no, it actually crashed the game so I had to reload). Now I'm seeing things. Great.
Pushed on to Morthal passing two empty imperial camps on the way. I couldn't upgrade my sword though because I had forgotten to smelt the damn ore! Didn't matter as it was a quiet and uneventful run, and we snuck into the tavern in the dead of night to get some info. Since no one was there I decided to look around, finding Falion fighting a mudcrab for some reason on the street. Since he was busy I continued to the Thaumaturgist's hut but found no one there. Next building was the Jarl's longhouse but I knew that always had guards so I went back to Falion and found the fool cowering behind a house. When I asked him what was wrong he pretty much blurted out that he was the thalmor agent and ran to the edge of town with Kharjo and I right on his heels. It wasn't hard to beat him into submission, breaking his will. Fortunately for him threads of fate still protected him, letting him live another day. Satisfied that his role in this was over, our next stop was Solitude - gaining entry by swimming across the bay and climbing up the less used side-gate.
After a quick resupply at Fort Dunstad, avoiding a wizard fighting various wild life, and examining a Shrine to Dibella that I had missed before I finally made it back to Dawnstar and went into the tavern to find clues. It was dinner time and there were a fair number of people here but none of them seemed to be the thalmor agent. Decided to stop by the iron mine again to get more ores but could only get two this time since the ones I harvested from my previous visit had not returned. Continued investigation on the docked boat but the sailors were all clean, then finally found the scum in the museum - that traitor Silas whom I had helped earlier! He hid his involvement well, but there was no tricking me. I asked him for a bowl of stew and he obliged - as he stirred the pot I shoved my sword through his back, killing the traitorous bastard. Should have let the dremora eat him.
On my way out of town I happened across a Khajiit caravan, the one with my friend Kharjo! I got him to join me and I asked him why he was previously imprisoned. Turns out he was selling drugs to kids. Just like the caravan is doing now. He refused to kill his fellow cats though, so I backstabbed all his compatriots for their sins and warned him that the same would happen to him if he didn't pay off his debt to society (me). Then the curse must have gone into a second phase because out of nowhere, Ria's corpse appeared and began floating around like a wisp mother. We all attacked it and when it "died" she vanished (no, it actually crashed the game so I had to reload). Now I'm seeing things. Great.
Pushed on to Morthal passing two empty imperial camps on the way. I couldn't upgrade my sword though because I had forgotten to smelt the damn ore! Didn't matter as it was a quiet and uneventful run, and we snuck into the tavern in the dead of night to get some info. Since no one was there I decided to look around, finding Falion fighting a mudcrab for some reason on the street. Since he was busy I continued to the Thaumaturgist's hut but found no one there. Next building was the Jarl's longhouse but I knew that always had guards so I went back to Falion and found the fool cowering behind a house. When I asked him what was wrong he pretty much blurted out that he was the thalmor agent and ran to the edge of town with Kharjo and I right on his heels. It wasn't hard to beat him into submission, breaking his will. Fortunately for him threads of fate still protected him, letting him live another day. Satisfied that his role in this was over, our next stop was Solitude - gaining entry by swimming across the bay and climbing up the less used side-gate.
Labels:
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Tuesday, 11 September 2012
A Comedy of Errors
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!
I had initially planned to enter via the secret Companions entrance but wasn't able to scale the damn wall up to the opening. The guard standing behind me must have thought it amusing since he just waited there till I gave up before arresting me. Figured that like Riften, this was probably the easiest way in so I surrendered and found myself in Dragonsreach dungeon. Slipped out via the floor grate pretty easily and found the prisoner storage chest within reach from the tunnels below... only my pick broke. Damnit! Slightly frustrated, I left all my gear and cooked food and made my way out of there collecting what I could while sneaking around the guards barracks.
Once top side I was careful to hide behind the houses and time the guard patrol to enter Breezehome and raid it of any useful stuff. This turned out to only be food and hides. Better than nothing, so I used the nearby smithy to make a new set of superior leather armor then snuck inside to steal an iron sword and dagger. Wasn't quite sure how I was going to get clues from the tavern since the guards kept a close eye on the place, so instead I asked Mila, a little girl for some assistance since Tolfdir mentioned kids could detect that same "vibe" I did. She mentioned something about a creepy old woman so I checked the feeble lady first who was very rude but otherwise ok. The blacksmith couple were also fine as were a passing red guard guy and another random lady on the street. Timing these "chats" was getting to be tedious.
Finally an nice old lady named Lilith came by and I knew precisely what the kid meant - she seemed in a hurry to get out of town. I politely bid her a good day and as soon as she walked past I slit her throat right there on the road before she exited the town proper. Then came my grand escape plan. I snuck my way as far as I could to Jovasskr to use the secret wolf exit but was sighted at the upper crossroads near the loud priest, so I ran dodging arrows to the cave door only to find it wouldn't open! So much for that. I tried scaling the walls a few times but that wasn't getting me anywhere so in the end it came down to me sprinting out the front door, being chased by a large group of guards across the field. Must have been quite a sight for the dragon that was circling overhead. Fortunately for me it decided to come down on my pursuers leaving me scott free to escape into the North.
I had initially planned to enter via the secret Companions entrance but wasn't able to scale the damn wall up to the opening. The guard standing behind me must have thought it amusing since he just waited there till I gave up before arresting me. Figured that like Riften, this was probably the easiest way in so I surrendered and found myself in Dragonsreach dungeon. Slipped out via the floor grate pretty easily and found the prisoner storage chest within reach from the tunnels below... only my pick broke. Damnit! Slightly frustrated, I left all my gear and cooked food and made my way out of there collecting what I could while sneaking around the guards barracks.
Once top side I was careful to hide behind the houses and time the guard patrol to enter Breezehome and raid it of any useful stuff. This turned out to only be food and hides. Better than nothing, so I used the nearby smithy to make a new set of superior leather armor then snuck inside to steal an iron sword and dagger. Wasn't quite sure how I was going to get clues from the tavern since the guards kept a close eye on the place, so instead I asked Mila, a little girl for some assistance since Tolfdir mentioned kids could detect that same "vibe" I did. She mentioned something about a creepy old woman so I checked the feeble lady first who was very rude but otherwise ok. The blacksmith couple were also fine as were a passing red guard guy and another random lady on the street. Timing these "chats" was getting to be tedious.
Finally an nice old lady named Lilith came by and I knew precisely what the kid meant - she seemed in a hurry to get out of town. I politely bid her a good day and as soon as she walked past I slit her throat right there on the road before she exited the town proper. Then came my grand escape plan. I snuck my way as far as I could to Jovasskr to use the secret wolf exit but was sighted at the upper crossroads near the loud priest, so I ran dodging arrows to the cave door only to find it wouldn't open! So much for that. I tried scaling the walls a few times but that wasn't getting me anywhere so in the end it came down to me sprinting out the front door, being chased by a large group of guards across the field. Must have been quite a sight for the dragon that was circling overhead. Fortunately for me it decided to come down on my pursuers leaving me scott free to escape into the North.
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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.
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.
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.
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.
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Tuesday, 4 September 2012
Skyrim Scenario: A Curse of Iron
Not really part of my "adventures" per se, but it's Skyrim related! :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! :)
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! :)
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