Fire On The Mountain (A Skyrim Quest)

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Do'azda's Character Sheet
Name: Do'azda Khrimnin
Race: Khajiit (Suthay-Raht)
Gender: Female
Age: 22
Profession: Shaman
Appearance/Description: She stands at a normal height for a Suthay-raht, that is to say, shorter than most men or mer, but not by too much. Her fur is a warm, rich orange, paler around her muzzle and down her neck, and her eyes are startlingly yellow. Her hair is braided, with rings that jangle faintly when she turns her head too fast. Her robes are basic, and worn from age, but have been fastidiously cleaned.
Level: 7
XP: 0/120

Alchemy: 25
Alteration: 5
Archery: 5
Block: 6
Conjuration: 40
Destruction: 5
Enchanting: 5
Heavy Armor: 5
Illusion: 35
Light Armor: 20
Lock Picking: 1
One-Handed: 21
Pickpocket: 5
Restoration: 15
Smithing: 1
Sneak: 20
Speech: 27
Survival: 13
Two-Handed: 5

They say it kills cats - Do'azda has few restraints on her inquisitive nature, asking whatever questions occur to her, paying little attention to whether this may be considered rude. Whatever else, at least Do'azda never finds herself regretting her failure to ask about something.

Dancing the night away - Do'azda is a fine dancer in the Elsweyr style, where dances are not the slow, ritualised partnering of the Altmer, but instead are a whirling piece of performance art, with the dancer's emotions informing the dance more than any practiced steps. Do'azda can feel the music in her bones, and can dance to only a drumbeat.

In the shadow of the moon - Do'azda was blessed even as she began her journey to become a shaman. A priestess of Azurah, the Mistress of Dusk and Dawn, favoured daughter of Fadomai, received a vision. Azurah's light shines favourable upon her.

Tangled Tails--Do'azda has had flings before, "Tangled Tails" as the euphemism goes, and she's willing to engage in casual relationships or 'one-night marriages' if the opportunity arises.

Racial Perks--

Claws--She has very wicked claws indeed.
Darksight--She can see incredibly well in the dark.

Skill Perks--

Conjuring Efficiency (10): Do'zada knows how to be careful with her Magicka without losing any power when she's Conjuring, and can use such magic more freely and easier when fighting or in other circumstances. (Cojuration)

Mystic Binding (20): Do'azda gains skill at creating bound weapons of magic, so that she is never without her arms no matter what. She also becomes more skilled at creating bound objects of all types, and begins to study that which might allow one to bind a soul into a gem. (Conjuration)

Haggling 1 (0): Everything in Skyrim is far more expensive, and so Do'azda should probably try to figure out how to make do with what little gold she has. (Speech)

Insight (20): One of the key elements of persuasion is knowing what would convince someone. Do'azda now knows how to evaluate what kinds of arguments and reasoning would convince different people if she spends enough time to get a feeling for how they think. (Speech)

Agile Defender (10): Armor is often hard to get used to, so figuring out how to move with light armor so as to reduce how bad a hit is is something you can only learn by doing… and Do'azda has begun to 'do.' (Light Armour)

Rahjin Perks

Laughter-Silvered Wings (Level 5): A flying companion does not simply owe its speed to its physical form, but the strength of its spirit, and so it tends to be faster and more manuverable than its terrestrial version, harder to hit, and a greater predator of the sky.

(Next at Level 8)

Blur - Do'azda knows a spell to obscure her features at a distance, to render her indistinguishable from another Khajiit. Up close, it is almost pathetically ineffective, however.
Clairvoyance - Do'azda is granted flashes of insight into the path to her goal by Azurah - the Goddess of Dawn and Dusk sees much of the land.
Conjure Animal - Do'azda reaches onto Hircine's hunting ground and recalls the imprint of an animal which perished nearby to fight by her side
Conjure Axe - Do'azda can create a hatchet from pure magic. It is too cumbersome for effective use in combat, but for cutting wood, it is more than adequate
Bound Dagger--As she has learned how to better summon such things, she has figured out how to use a Bound Dagger.
Courage - Do'azda uses magic to inspire in another the will to fight, though currently only to instill confidence in victory, not to cause conflict where none exists.
Summon Familiar - Do'azda reaches into her own soul to bring forth her familiar, the falcon Rajhin. No mere shade, Rajhin remains with her until slain and can do far more than just fight, but cannot be summoned for a day and a night thereafter if killed.
Fear - This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear.
Distraction - Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster.
Healing Wounds - The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst.
Conjure Flame Atronach - Do'azda can call forth a spirit of Infernace, a being of fire, constrained in a form of iron.
Flames - Do'azda can release a gout of fire from her palm, directly setting alight her foe, though only for so long as she feeds magicka to the fire.
Lesser Ward - Do'azda can use her magic to create a shield of magical energy, blocking low level magical attacks, reducing high level magical attacks and mitigating the damage of physical attacks.

Do'azda can make...

Potion of Minor Healing - Bruises fade, cuts close, aching muscles relax, this potion provides a little relief from injuries. The first potion a young shaman will learn to brew.
Potion of Suppress Disease - A potion which will suppress the symptoms of a disease for several days; oftentimes long enough for the body to get the cold or flu from its system. More serious or outright magical diseases will return with a vengeance once the potion's effects wear out, but it is a useful potion to know how to craft.

FUS - Force
WULD - Whirlwind

FUS DAH--Force Push


Gold Septim (365)
Trail Rations (x4)
Fine Rations
A very nice dress for casual-formal occasions.
A lovely dress in the gothic style, with an enchantment of illusory power woven into it.
Iron Axe--An iron axe of low quality.
Steel Axe - A steel axe of decent quality
Iron Dagger--An iron dagger of mediocre quality.
Mage Robes--Increase magical regeneration, but provides little protection, discouraging getting up close and personal.
Leather Armor--Comfortable, lightweight armor, it counteracts the discouragement from getting up close, though as an extra layer it means it can get extra hot.
Lunar Steel War Axe--An Axe which can, in the light of the moon, drink in the life-force of its victims and use it to restore that of its weilder.
Steel Dagger (x2)--A well-worn but very useful steel dagger.
Alchemical Kit--A very fine kit for the creation of potions. One careful owner.
Stormcloak Token--A token from Ulfric Stormcloak himself...
Underclothes--You know.
One Powerful Enchanted Sword (Rusted)--A sword of unknown value, it has a rather potent and interesting enchantment attached to it.

Spell Tome: Illumination--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell it is probably only a few hours of reading to fully learn. This allows Do'azda to create a light in the darkness... less useful for a Khajiit, but still a spell of value.
Spell Tome: Thieves Vision--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. This simple spell gives one slightly better night vision… but is also notable for being able to see writing hidden by weak illusions, and thus is commonly used by thieves trying to read the secret messages of other thieves.
Spell Tome: Turn Undead--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. A spell of moderate difficulty, it will take several nights of reading to learn it. A spell technically of the "Restoration" school, which puts fear into nearby undead. When cast powerfully, burns them most terribly.
Spell Tome: Sparks--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. Allows a mage to fire sparks of arcane lightning, sapping the magicka reserves of the target whilst also burning through their flesh.
3 Doses of Frostbite Venom in Magicka bottles--Toxic and acidic to living flesh, it has little effect on the glass bottle.
Healing Potion

Troll Fat, other ingredients
100 Septims
3 gems of good quality.
Troll Hide
Troll Skull
Troll Eyes x3
Troll Claws

A Handy Guide to Lockpicks: A book that should teach Do'azda all she wants to know about Lockpicks, and more. Each read will give +1 to Lockpicking, and it can be read thrice to wring out all possible knowledge from it. (2/3 reads remaining)
Journal of a Potema Loyalist: A journal of some historical merit, belonging to one of Potema's most loyal supporters in her early years.
 
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Just to clarify here, you would be able to summon something bigger than a skeever. You would be able to summon the same wolf you've already summoned?
Right, I wasn't sure how "nearby"counted for from the spell description. We're pretty deep in a tomb, so I was thinking of tomb creatures, and there aren't really that many large ones,
In these circumstances I'd say a summon would be a smaller frostbite spider, though a wolf is also an option.

Skeevers are more of a thing if you're summoning in a city.
In game there are pretty often skeevers in the entrances of tombs, I think they're supposed to eat corpses, so it'd make sense, theyre just big rats, and rats turn up everywhere.
 
Right, I wasn't sure how "nearby"counted for from the spell description. We're pretty deep in a tomb, so I was thinking of tomb creatures, and there aren't really that many large ones,

In game there are pretty often skeevers in the entrances of tombs, I think they're supposed to eat corpses, so it'd make sense, theyre just big rats, and rats turn up everywhere.

I will say also that circling does not imply bunching up and being vulnerable to a single attack. Almost by definition it implies being a little spread out, though perhaps not as spread out as trying to divide and conquer is.

Now, the, "Bumrush them" action is very much bunching up a bit.
 
In game there are pretty often skeevers in the entrances of tombs, I think they're supposed to eat corpses, so it'd make sense, theyre just big rats, and rats turn up everywhere.

Certainly! But the spell is not going to deliberately try to fuck with you - wolves and spiders tend to die in or near tombs as well, and the spell will give you one of those preferentially. Skeevers are an option of last resort, only coming in above, like, housecats.
 
[X] Plan Knife
-[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
-[X] The dagger - Do'azda cannot hope to compete with the draugr in reach or strength, and the dagger is at least a fast weapon.
-[X] Summon a bound dagger - bound weapons are faster than normal weapons, as light as air in the hand.

We need oomph for this fight but dear kitty is tired as hell. She won't be able to swing the axe well enough anymore. Summon a light but magically strong dagger so we can cat and mouse it even with our fatigue.
 
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She knows the cave beyond this door. She saw it in her vision. The great curved stone remains, on a platform with a great sarcophagus and the sacrificial table, lit by the sun far above.
Well damn, if it were night time our Lunar Steel War Axe would be great for this fight. Oh well, it's still a good weapon.

[X] Plan: Flanking Manuever
-[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
-[X] The axe - Do'azda has been using the axe for some time now, it is her most comfortable weapon
-[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.
 
I will say also that circling does not imply bunching up and being vulnerable to a single attack. Almost by definition it implies being a little spread out, though perhaps not as spread out as trying to divide and conquer is.

Now, the, "Bumrush them" action is very much bunching up a bit.
That one I was more worried about the "force him to fight with his back to the wall; reduce his mobility and don't give him the space for his battle axe" part of the sentence. As I read it , that pretty heavily implies no space to separate or dodge.
If I've misinterpreted that then it actually synergies quite nicely with the dagger plan
Certainly! But the spell is not going to deliberately try to fuck with you - wolves and spiders tend to die in or near tombs as well, and the spell will give you one of those preferentially. Skeevers are an option of last resort, only coming in above, like, housecats.
You two need to stop writing so well then :lol:. That chapter poked my danger sense hard enough to make me double check spell descriptions for traps. :p
 
That one I was more worried about the "force him to fight with his back to the wall; reduce his mobility and don't give him the space for his battle axe" part of the sentence. As I read it , that pretty heavily implies no space to separate or dodge.
If I've misinterpreted that then it actually synergies quite nicely with the dagger plan

Yeah, there's space to probably separate or dodge, or at least try to. Obviously, the enemy is going to be trying to make sure your plan doesn't survive contact with 'em. But that's true for everything.
 
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[X] Plan: Backstabbing
-[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
-[X] The dagger - Do'azda cannot hope to compete with the draugr in reach or strength, and the dagger is at least a fast weapon.
-[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.
 
[X] Plan: Flanking Manuever
-[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
-[X] The axe - Do'azda has been using the axe for some time now, it is her most comfortable weapon
-[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.

Plan knife is pretty good, but I'm concerned that Do-azda won't have the reach or experience in going for immediately lethal wounds vs Draugr with the dagger that she has with the axe--a stab wound isn't going to cause blood loss or puncture lungs in the way that would be as effective as it is on the quick
 
[X] Plan Knife

I like the knife just because it's been noted how tired Do'azda is. A weapon that's pefectly light and maneuverable sounds like exactly what she needs for a last gasp fight.
 
[X] Plan: Flanking Manuever

@Taijutsu_ Man, u you ever swap the u and e on Maneuver?:D It's still a decent plan and has my vote, though. If anyone in this room is taking a hit from that wicked axe or heaven forbid a Shout, I'd rather it be a conjured wolf/spider instead of Soahin or Do'azda. Fingers crossed, whichever way we roll, the QMs don't take it out too harshly on us if we land on a 'suboptimal' plan of attack.

Great chapter QMs, really ratcheting up the exhaustion, nerves, and dread on Do'azda's end, all the little dings and hits she's accumulated piling up, the claustrophobia of the descent into this deep underground tomb, hers, potentially, weighing her down. But here she is, one final obstacle away from... whatever it is that she's so drawn to. Exciting stuff!

Also, today I learned that this is also an acceptable spelling of the word. The more you know!:)
And from there it talks about its location, but it does mention, 'Only a fool would go to the Barrow without knowing the full extent of what lays within it. Yet perhaps I am a fool, for I have contacted those I know and will report what has come.' Then finally, this statement towards the end, "When I finally reached Bleak Falls Barrow, I found that the way is barred. There is something needed to open up the last gate.'
Sections in red are in italics, though they're not quotes of the journal she's reading. Maybe switch to regular font in keeping with the other parts?

Do'azda reads the dry scholar's words, and cannot delude herself into thinking this was from Arvel the Swift. So there were scholars on the hunt for it, and then a bandit ran across it? Finally, it notes, "I have found the runes which the legends say are on the claw itself. I do not think we can do it without the claw, but perhaps if you translate it we could find a hint as to what to do? I cannot go back there, the village near the Barrow was most suspicious, their inn far too pricy, and their store closed: it seems that the owner was sick, which left the whole town miserable."
Same as above.
 
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Flanking maneuvers seem best here. Our major advantage here isn't that we've got more skill, or more power, but that we've got more numbers.

Given that's the case, I think the best option would be to summon a beast. If we let the summon take the initiative, that basically forces the Draugr general to respond to it- which means that he will have openings for both ourselves and Soahlin to take advantage of.

It doesn't really matter what the beast is, IMO; the major thing is that it is another enemy that the General has to contend with, which splits his attention further and means he will have more openings.

Even if he were to pretty much instantly kill it- that's a few seconds where he's extended, can't attack either us or Soahlin, and will therefore be vulnerable to our flanking attacks.

Thus, my plan is as follows:
[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
[X] The axe - Do'azda has been using the axe for some time now, it is her most comfortable weapon
[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.
 
Vote Closed
Adhoc vote count started by The Laurent on Apr 11, 2022 at 7:49 PM, finished with 26 posts and 16 votes.

  • [X] Plan: Flanking Manuever
    -[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
    -[X] The axe - Do'azda has been using the axe for some time now, it is her most comfortable weapon
    -[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.
    [X] Plan Knife
    -[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
    -[X] The dagger - Do'azda cannot hope to compete with the draugr in reach or strength, and the dagger is at least a fast weapon.
    -[X] Summon a bound dagger - bound weapons are faster than normal weapons, as light as air in the hand.
    [X] Plan: Backstabbing
    -[X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
    -[X] The dagger - Do'azda cannot hope to compete with the draugr in reach or strength, and the dagger is at least a fast weapon.
    -[X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.
    [X] Divide and conquer - split up, force the draugr general to choose who to fight, and then whoever is free falls upon its rear.
    [X] The axe - Do'azda has been using the axe for some time now, it is her most comfortable weapon
    [X] Use Conjure Animal to try to even the odds, give them more to focus on hopefully and other dangers besides herself.


Vote closed!
 
What Lies In Bleak Falls Barrow
What Lies In Bleak Falls Barrow

Do'azda knows she does not have long to plan. The monster is not going to stop and let her hold a conversation with Soahin. "Divide and conquer?" she said, her voice a hoarse whisper. "You go one side, Do'azda goes another?"

"As good a plan as any," Soahin says, still trying to shift her arm and rid it of the stiffness that the icy attack had caused. She is not at her best, but then neither is Do'azda. She steels herself, taking out her trusty axe. By now it seems like the best choice she has.

The axe felt heavy in Do'azda's hands. But then, she wasn't planning on swinging it around at random, all crazy. She needs to pick her moments to get a good hit in, because the General looks imposing, like he could shrug off a glancing blow as if it were nothing.

She can picture it, and what would happen to her next. She's cold, and she gathers herself, breathing in and out slowly, calmly even, as she rushes forward.

She briefly holds the axe in one hand to conjure up another being. A frostbite spider forms, chittering and still unusually big even though it was not the monster they'd slain. It clambers through a hole in the world, pulling itself out of Hircine's endless plane of fields, mazes and caves.

The General laughs contemptuously.

Again, the impossible and the horrific, the world itself turning upside down as the General shouts. No, it Shouts. "Fus."

The spider screeches with the frustration of a hunter denied its prey, as it folds back into unreality.

As she tries to get around to one side, and Soahin goes the other, it seems to hesitate for just a moment before going right after the most vulnerable target.

Do'azda.

It moves its battleaxe terrifyingly fast, sweeping it forwards and down, forcing her to leap backwards.

The axe is ready to sweep back again tremendously quickly, and she curses, lashing out with her own. The general twists to deflect the blow from its shield, and so misses the opportunity to land a blow with its axe, but it continues to advance, driving her back.

Her arms tremble with the effort as she continues retreating. She wants to fall back, down the stairs, away, but the general has anticipated her, cut her off. She feels as clumsy as a newborn kitten. He is not as fast as the movement of his axe, or she would be dead already. The dais is uneven, and she almost trips on a flagstone, broken and askew with age.

The General does not laugh, and indeed the harsh bark that comes from its mouth seems a little bit choked. She wonders whether the Shout still affects its throat even after death. Or it could be distracted, because Soahin is not letting the advantage pass her by. She stabs into the General's back, spins away from his counterblow, returns with a slash, but he keeps on advancing, shrugging it off and briefly turning to use his axe more as a way to force her back a few steps than anything.

Even with a shield, Do'azda does not blame Soahin for retreating. What she does note is how nimble Soahin is, despite all her injuries.

But it has still bought Do'azda time to retreat a little further and get on steadier ground.

Yet she finds no relief. The great stone upon the dais creeps into her peripheral vision on both sides, and she realises he has cornered her. A second later, she feels it behind her, vast and ancient, as she tries to step further.

A strange chant began when she entered the chamber, too faint to hear at first, but it has been rising, and now, slowly but all at once, it is everywhere, so loud she cannot hear her own breath, cannot hear the feet of the general as it approaches. Her eyes, too, lose focus.

A feeling settles in her chest. A sort of certainty that she is grander, stronger, more forceful than all else.

Invigorated, she strikes, her vision snapping back into sharp focus. Her axe sweeps the draugr's battleaxe aside, batters its shield down, and she strikes it, once, twice, thrice. Across the chest, back again, and then a final crunching blow to the solar plexus.

The draugr staggers backwards, releasing a huff of dusty air from its lungs, but it does not fall. Do'azda reaches for the feeling she had, but it is distant, beyond her reach. Her fingertips had grazed something grand, and now it slips from her.

The draugr moves implacably forwards. The splintered ruin of its shield scatters pathetically on the ground, but it is no less terrifying. She struggles to her feet, fumbling for her axe. She sees the draugr telegraph the swing almost too late - she cannot block, nor parry, and there is hardly time to dodge. Heedless of further danger, she throws herself backwards and away.

The axe catches her in the flank, and she feels the impact. She's weakened the general, and avoided some of the blow, but even still, the wind is knocked from her, and she can feel a warm wetness soaking her fur.

The draugr stands over her. She can see her axe lying where she dropped it, behind the draugr. It raises the axe. It has been scarcely a week since she last lay helpless, as someone stood above her, axe held aloft.

Soahin collides bodily with the draugr, driving her sword into its chest, through the splintered ruin of its solar plexus.

It sways, not even knocked from its feet by the impact, but the swordstroke has done enough.

Do'azda expects the blue light in its eyes to fade, but if anything, it intensifies, brightening until its whole head is awash with the blue fire burning in its eye sockets.

It turns its head to the sky.

"Krosis! Krosis, Saviik! Krosi-"

The blue fire dies, and the draugr drops, a puppet with its strings cut. The death-mask shatters, and the dagger slips noiselessly from the draugr's heart.

Do'azda stands, slowly and shakily. She tries to gather her thoughts, but it is as if there is a hole in her mental basket. She keeps on running over the same panicked thoughts again and again. Her mind is not quite working right. But she pants and she looks at the dead body. Soahin stands and watches it as well.

It has been a very short fight in one sense. Not a lot has happened: a lot has happened. She doesn't know which part of that sentence is true, but she is so tired she can't even really process it. "He's dead," Do'azda said.

"Been dead a long time," Soahin pants. She looks over at Do'azda. "Can you move fine?"

There is something different about the air itself, and when she looks over at the wall behind her? It seems like just any other wall, if covered with symbols she could not understand and cannot even begin to understand.

As she looks at the wall though, the sense she felt earlier returns, and seems to click into place.

"Fus," She murmurs, but there is something missing to it. A lack of power, or it felt a little more than that: a lack of intent. She didn't want to do anything with the syllable, and she didn't know if it is even possible to do something with it. Fus, isn't that what Ulfric Stormcloak Shouted? It wrecked his throat and required years of study, so of course simply knowing the start of a Shout would avail her quite little. And yet, strangely, it feels deep in her bones that she is not so far from being able to Shout as he did, all the same.

"What was that, shaman?" Soahin asks, looking up from the body of the draugr. "This one has found nothing so far. She wonders about looking for a chest? Soahin has heard there are chests in these dungeons, where the ancient nords left offerings to their dead…"

"This one supposes it is possible, but where?" Do'azda replies. "She has not seen any chest here."

Soahin shrugs.

Do'azda begins to pace, slowly trying to work out the cramps and pain in her legs, in all of her. There are streams, and there are… waterfalls. She blinks, peering into the darkness a little more. There's only some light, and her eyes take that light and do as much as they can with it. She thinks she sees something behind a small waterfall, sheets of water lapping down and flowing into the stream.

Is she willing to risk getting soaked just for a 'she thinks?'

Apparently so because she marches forward and reaches into the nook she thinks has to be there and begins to pull it out, bit by bit. It was a small wooden chest, though surprisingly not all that wet or rotted through. By luck? By magic? She doesn't know, but she pulls it out.

"Oh!" Soahin says, and she tries the other waterfall on the other side and… yes.

They have two chests, whatever is in the coffin--a few gems of low quality, a few old gold and silver coins--and of course the weapons. It is hardly a haul to transform the world, but they have the Golden Claw and they've survived.

The trek back to the surface takes almost as long as the trek up, but there's no danger, at least. A handful more draugr had awoken - or could have awoken - but lie sprawled on the stone floor of the barrow, puppets dropped by a dead master. Soahin stabs each and every one of them as she passes all the same. Do'azda cannot help but be nervous walking through the deactivated traps, but they remain similarly inert. There really are a lot of them: the two of them made their way through the kind of labyrinth that Do'azda associates more with adventure stories than reality.

And they're mostly intact. Well, more or less.

The charnel house of bandits they left in the entrance hall takes Do'azda slightly by surprise after the oddly bloodless violence of the battles with the draugr. The smell, too, turns her stomach. The draugr had smelt bad, but the mustiness of it, the rot, had disguised the scent of death and violence, the scent which hangs in the air of the entrance hall like an unwanted guest.

Soahin sets the chests down with a grunt. The locks of both chests have corroded into single solid pieces, and she settles down in front of one of the chests, dagger in hand.

"The shaman may take the other - this is not difficult work. This one has many times broken a rusted lock away from its chest, to see what lies within." She says, and begins to work; first hammering with the hilt of the dagger to break up the rust, then levering away pieces with the blade. "When these are done, Soahin will open the other - the chest the bandits brought?"

Inside hers was… ah. This is interesting. It is a necklace, and it is in far better condition than she has any reason to suspect it would be. There are rubies and sapphires hanging from silver chains, but the necklace itself is gold. It is worn a little, faded definitely, but… this is a very, very expensive necklace and if someone knows where it came from it would either become valuable beyond price… or worthless, depending on where the desecration rates against the History in each link of the chain.

It is a gaudy thing, nothing like what a Khajiit would ever wear. Unless they want to or want to look pretty. Or feel like it, or… okay, Khajiit routinely wear things at least as gaudy when they can afford it.

Do'azda does not think she's going to be keeping it… or Soahin, depending on who chooses what.

"It's rusted," Soahin says, pulling out a sword. "But it feels as if there's powerful magic still anchored to it. Perhaps the shaman could draw the enchantment from it? Or perhaps Soahin will find someone else? The wizard in the Jarl's court? He may buy the books from the chest of the bandits, at least?"

Loot Division!

34 Septims (1 point each)
60 Gold Coins (worth, probably, ½ point each)
One powerful enchanted sword (rusted) (Value: ???)
One gold, silver, and gemstone necklace (Value: ???)
2x Emerald (12 points each)
1x Sapphire (8 points each)
Fur Armor (x3) (3 points each)
Iron Warhammer (5 points) (Decent quality)
Steel Sword (5 points) x2 (Good quality)
Steel Dagger (3 points) (Good quality)
Hunting bow (3 points) (Good quality)
Draugr Greataxe (5 points) (Decent quality)
1x Spell Tome: Flames (8 points)
1x Spell Tome: Illumination (Light) (8 points)
1x 'A Handy Guide to Lockpicks' (3 points)
1x 'The Queen's Lover' (3 points)
1x 'Assorted books which have rather "controversial" or "explicit" woodcuts.' (3 points)
2x Cheap Bottles of Wine (1 point each)

Handy dandy loot vote! (Choose one of the sword or necklace) (73 points to spend)



******

Do'azda is already making for the steps, making to return to Riverwood when Soahin mentions it.

"The blizzard has stopped."

She turns, puzzled that Soahin is stopping her still atop the mountain. "Khenarthi has driven the clouds from the sky it would seem. We were in the Barrow for some time, Soahin."

"The girl with the unfortunate suitors told this one that the blizzard was older than the village itself, shaman. This is strange. We travel beyond Riddle'thar's sight."

Do'azda frowns. "Perhaps she exaggerated. Perhaps there are often short breaks in the blizzard?"

Even to herself, the words sound false, but there is little else to do but hope.

The trip down is a little easier, though it's also later than they expect, getting towards late afternoon. With the trek back to Riverwood before them, and battered and bruised as they are, it seems unlikely they will get back to the village before dusk.

So she realizes they'll have to stay the night. This means there's a little free time, perhaps…

What to do? (Choose 1)

[] Go visit the witch. She has alchemical experience, albeit dark experience. Perhaps she could help Do'azda with the alchemical training she'll need to provide for whoever she chooses. Yes, the witch has something of a black reputation but that is also a sign of skill, in another sense.
[] Go to the tavern, she could use a drink and perhaps trying to socialize with the locals to make up for the lost reputation. Maybe she'll even meet Liesl again. She enjoyed the dance she had with the Nord girl… perhaps there will be an encore.
[] She doesn't have the energy to actually 'attack' it, but perhaps Do'azda could check out the local mines, see if there really are signs of bandits there.

VM AN: Sorry, this one took a while. Finished the first major dungeon, though! Your plan was okay, though your general propensity towards conjuring an animal as your go-to is tactically a little limiting.

TL AN: Oh! We could show you the chart, but rest assured that this was an above-average outcome… but could have gone a *lot* worse. Anyways, so loot! Loot loot loot!
 


Behold: the consequence chart.

It does not include what the consequences actually are, because consequences can occur in later battles, too, and I wouldn't want to spoil it!
 
Well the spell tomes seem an obvious choice!

@The Laurent I skimmed the banking update and didn't see it. Is there a figure for how big a loan the merchants are looking for? I am thinking that maybe we could use this haul to fund at least a subset of them as a personal loan at reasonable rates.
 
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[X] Go visit the witch. She has alchemical experience, albeit dark experience. Perhaps she could help Do'azda with the alchemical training she'll need to provide for whoever she chooses. Yes, the witch has something of a black reputation but that is also a sign of skill, in another sense.

- potions and poisons for profit please
 
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