Fire On The Mountain (A Skyrim Quest)

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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[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.

Attacking in the middle of a fake attack risks being caught out by the keep being put on alert everywhere, and between the cousin and the hostages, its likely that somebody might think to check the secret entrance in the middle of a confused scuffle. While sneaking up the side only has a lot of risk in the climb upwards, after that the party's in and among a keep that knows its safe, the bandits satisfied with their prize and with Stalleo's failed negotiations showing him to be but a toothless old man.
 
[X] [Scheme] Use the secret entrance that has just been pointed out… but as they do, the Lord is to make a sham attack, complete with arrows fired and plenty of noise and trouble--and indeed as she develops the plan she learns he knows magic, and can use that to create some chaos--so as to keep people from thinking of the secret entrance if they know of it.

While I do prefer the climbing option to the deception/shout ones, I would very much prefer to be starting the fight inside the keep (where they are presumably holding the hostages) and working our way out rather than starting on the walls and having to fight our way inside. The sham attack will put the entire fort on alert yes, but it will also direct most attention to the walls/courtyard instead of the keep interior.

If we're lucky we can also get the hostages out of harm's way early on, as we'd have cleared the path between their holding cell(s) and the secret entrance. Allowing for us to clear out the rest of the bandits without worry.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.

Excellent update. The way the Rift was described here, both visually and politically, was really interesting. I kind of hope our squad has a little Robin Hood arc while we're here. Lots of potential fun to be had.

Also loved the squad's banter. Inge is a great addition.
 
How skilled is our party at disarming traps? If any are a particularly dab hand at it then the secret entrance's dangers are severely lessened.

Update: Doazda has a lock-picking of 1 and Doazda is a spellsword, looks like it's wall climbing time.
 
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[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] Shouting is still capable of turning over the board, especially when it will be so unexpected to the defenders. Both Ingne and Do'azda can Shout the Whirlwind. Do'azda can launch herself into the unprepared bandits in the courtyard from above, as Ingne does the same to secure the walls, and Bathes-In-Steel scales the walls, trusting her muscles to allow her to ascend alone faster than she could with Do'azda and Ingne to slow her approach. If nothing else, it categorically gives them the element of surprise.

Are you tired of being nice? Don't you just want to go ape shitt?
 
[X] [Scheme] Use the secret entrance that has just been pointed out… but as they do, the Lord is to make a sham attack, complete with arrows fired and plenty of noise and trouble--and indeed as she develops the plan she learns he knows magic, and can use that to create some chaos--so as to keep people from thinking of the secret entrance if they know of it.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.

This was a good update, we're back on the road again, even if the paving could apparently use some work, we're getting to know our new friend, and we've even stumbled into a new quest hook. Thanks for sharing it with us!

"So," Bathes-In-Steel begins, "What can you do?"

"I'm sorry?" Ingne asks.
At first, I thought she'd been talking to Do'azda, and I was all set to laugh if it was about the friggin' steps again. But realizing this is just the blunt woman's questioning of their newest companion was also hilarious.

Ingne worries at her lip with her teeth for a moment, then accepts the gift, slinging the bow onto her back.

"If you want it back any time, please just ask."
I am sworn to carry your burdens...

"Your people?" Ingne asks, cautious confusion in her words, "You mean-"

"Her gang," Do'azda says quickly.
That's... better? I guess? Do'azda is being pretty forthright about this, which tracks if Ingne is joining them, but it still came as a surprise in the reading of it.

three men who look as if they have been mauled by life
What a lovely description.

She needs to liberate the fort so she can sleep soundly tonight, rather than attempting to convince them to share their tents, which perhaps she could do.

But no, this is easier.
Look Ingne, you could try to convince these Nords to share, or we could assail a literal stronghold and kill dozens of people in the pprocess.Daylight's burning, and you don't want to get stuck next to a soggy cat, now do you?
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.

Fun as the shouting plan sounds, I'm not sure either of us are that good at landing on our feet.
 
[x] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.

Fun as the shouting plan sounds, I'm not sure either of us are that good at landing on our feet.

Do'azda is a cat, I'll remind you.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[x] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another
 
[] [Scheme] Riften is a known element… and one that clearly is willing to use non-Nords. Do'azda, Bathes-in-Steel and Ingne will approach the fort posing as criminals from Riften, looking to trade in stolen goods and see if they can get their cut in the name of the rulers of the Riften underworld… and when the gates open, when a moment's vulnerability is shown, they will strike and slaughter the bandits.

Can she open the gates to let a force through
 
[x] [Scheme] They have climbed mountains, all of them, so why not climb something greater than that? They will go up the side of the fort, using ropes if need be and otherwise making their way up… while Lord Stalleo attempts to negotiate for payment in exchange for having the fort back… sure to fail, but also equally sure to draw attention specifically to one side of the fort and not another.
 
[X] [Scheme] Use the secret entrance that has just been pointed out… but as they do, the Lord is to make a sham attack, complete with arrows fired and plenty of noise and trouble--and indeed as she develops the plan she learns he knows magic, and can use that to create some chaos--so as to keep people from thinking of the secret entrance if they know of it.
 
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