[X] Search to the south - it's a lake, it's bound to have some of the things.

Seems legit
 
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[X] Search to the north - mushrooms are wet, right?
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[X] Search to the south - it's a lake, it's bound to have some of the things.
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Also, because I found this the other day and I'm way too tired to be making the kind of decision that determines whether I should be posting this sort of thing:
Phinis Gestor said:
...While Drevis appreciates the spellcasting skill that went into somehow cramming several hundred apples into his pillow... He would ask that it please not happen again....
Elder Scrolls protagonists shoving absolutely everything into a backpack that doesn't have the room for it is not impossible. They just have to be very good wizards, first.
 
The problem with spells that allow you to cram your knapsack full of thousands of cabbages is that the spacetime distortion effect has a bad habit of freezing the universe if it ever collapses.
 
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[X] Search to the north - mushrooms are wet, right?
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[X] Search to the south - it's a lake, it's bound to have some of the things.
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Blackreach I
[X] Search to the south - it's a lake, it's bound to have some of the things.


You shake your head. No, no, you have it all wrong! Get the work done first, then you can go play around! And it's not like you can't enjoy things while you look for the plants …. With that in mind, you turn to your left and walk to the edge of the cliff and look down. With the giant glowing tentacle-things, it's bright to your eyes, and the surface of the water is clearly visible hundreds of meters below you. So are the waterfalls that feed the lake - curious, how the sound is muted when you should be hearing a continuous, crashing roar - and your mouth twists in distaste. Those are running water, and their presence means the lake below is probably not going to be particularly pleasant for you, should something happen and you end up underwater. You'll simply have to make sure to avoid that particular occurrence. You begin your descent, drifting gently down toward the lake's surface, keeping an eye on the pillars and columns that rise up from the lake. To your left, against the cavern wall, are a series of dimly-glowing mage-lights that would normally be illuminating a stairway. You slow to a halt several meters above the water - the sound of the waterfalls is as it should be down here - and begin your exploration, sweeping back and forth between the stalks and columns.

One of the columns turns out to be more than it appears, with a stone platform and some steps leading down into the water marking a solidly-built double door made of some heavy, brass- or bronze-like metal. Probably, anyway - you're no metallurgist, after all. You decide to leave the tower alone for now, though, and continue your sweep. Oddly enough, you don't see any fish or other life in the water below you. Perhaps there's something poisoning the water? You find your first prize growing near a broken pipe, still pouring water into the lake, and carefully dig the plant out of the rocky soil and put it into your pack. Normally, you would simply put it with your other things, but the plant is magical, and - if Tolfdir's half-aware ramblings were accurate - might have some kind of direct connection to the plane itself. If that is true, severing that connection might affect the results the College would get from their tests. The first plant successfully gathered, you continue long the wall toward the stairs. You find another plant near a waterfall and dig it up as well, despite the minor burns from the water. Prize gathered, you dart back up the stairs. Perhaps a location that is a little drier will do, for now. You shake your hands and drift upward, following the stairs deeper into the cavern.

A pair of white-furred, three-eyed creatures laze among a small pile of bones - most are humanoid, though some are not - and you would leave them be, except that the drone and glow of another Nirnroot attracts your attention, hiding around more large pipes. Shrugging, you drop to the ground and walk forward, humming. Sure enough, the creatures hear you, and you grin at their frenzied hooting. The first one comes rushing toward you, loping on all fours, and you slip past it, grabbing one wrist - as thick as your own torso! - and hurling it over the edge. The second pauses and stares at you, head tilted, and you consider it, wondering if it's a trick of the light or if there's actual intelligence in those eyes … but then you hurl yourself forward and slam into the creature, shattering its rib cage and knocking it to its knees. It coughs and chokes as it tries to hoot, and you stare in fascination as its chest tries to knit itself back together before your eyes. You don't give it the chance, though, and rip its head off. Carefully, to avoid getting its blood on you. After a moment to let the thing's corpse settle, you rub your fingers in its neck and start to lick the blood, but something reacts badly and you have yourself a little coughing fit. And it didn't even taste all that good, either, too bitter. Once you get the taste out of your mouth, you head for your goal, the third Crimson Nirnroot. That finished, you keep following the cave wall, flying up to reach the next level. There's another waterfall you have to avoid, and you probably fly out farther than you need to, but it's not like you're in a rush right now.

You're greeted by a metal fence, the same kind of metal as the door below. You drift along the fence, admiring the workmanship of the metal, the stonecraft of the walls and supports, until you find a massive doorway, almost as big as the main entrance to the mansion back home. Wishing you hadn't thought about that - you're sure Remilia would have something to say about this place, maybe that it's tacky, or the wrong color, or …. You shake yourself and take a few minutes calm down. Then you turn around, ready to head back down to the lake, only to find yourself staring straight at one of the goblins from the ambush. It looks at you, cocks its head, then … turns around and carefully makes its way to the bridge leading back to the elevator. Your eyes narrow, then widen as you realize that they're blind. Their other senses must be sharp enough to let them move and fight effectively within a certain distance, but they aren't very powerful, or it would have heard or smelt you. A grin creeps across your face, and you drift forward silently, then grab the creature by the skull, your claws digging into its skull, and it writhes and hisses as you pierce its brain. You toss it over the edge and turn when you hear more hisses and snarls coming from your left, and you sneer at the quartet of creatures facing you. Armorless, wielding weapons of black chitin, barely clothed at all. Blind and helpless. And yet, they hurt Agito, and you're in the group as your rage rises. A crushing blow nearly explodes one's chest, another has its head pulverized. You lean down and grab the third by an ankle, slamming it back and forth against the rocky floor. By the third strike you're left holding only the ankle and a portion of the calf, and you use the bones as an impromptu weapon, driving the shattered leg through the skull of the last chittering creature. You float above the corpses for a minute, breathing steadily, just … waiting.

But nothing else happens or attacks, and you shake yourself. You swing around, heading for the only place where the reinforcements could have come from, and across another stream that flows into a waterfall you find a small camp. Several small tent-like structures, almost permanent and made from a rough black material similar to the jagged weapons and armor of the goblins but quite distinct all the same. You find chopped-off mushrooms in each tent, along with some putrid or rancid fish. Outside one of the tents, off to the side by the stream, you find a small bowl and a similarly-sized club; inside the bowl is a mixture of powder and a number of as-yet uncrushed materials, and on the ground are what seem to be fish remains, some sort of twisted root, and some vibrantly red shredded leaves. You scowl; if these goblins have been harvesting those plants, you're going to be very upset - especially since that would mean you won't be able to simply burn them all with Laevateinn! Of course, maybe they're cultivating them …. You sigh; things probably won't be that simple.

You frown as you descend once again to the lake. The goblins are obviously not responsible for building the structures you've found here - their own equipment and dwellings are far too primitive, the style too different, and a blind race wouldn't bother with the decoration on the stonework, the impressively-sculpted metalwork. And someone who went through the effort of building such impressive monuments probably wouldn't leave them open to the goblins, either. So what happened? You mull over the myriad possibilities as you drift over the lake, making sure you haven't missed anything, and you do find one more Crimson Nirnroot … but as it's very nearly underneath a waterfall, you're content to leave it. At least for now, and hopefully forever. Still, it's something to remember, and you keep its location in mind as you fly back up to the main level of the cavern. You fly over one of the waterfalls and settle on a huge outcropping, well away from the water below and offering a commanding view where it isn't blocked by one or another of the columns supporting the cavern ceiling. You check your pack - yep, still have three plants, all in good shape. A very profitable several hours, all things considered. You could probably do some exploring if you wanted to … maybe see what's through those doors you found? Or maybe you should just wait for Lutecia to contact you before you continue. You really should keep looking, but ….


What do you do?

[ ] Continue west from your current position, exploring the cavern wall and the upper river/lake.

[ ] Go west from your starting point, exploring the empty area.

[ ] Go north from your starting point, exploring around the giant mushroom grove.

[ ] Explore beyond the doors.

[ ] Wait until Lutecia communicates with you.
- Then where?
 
Exploring the ancient ruins of an advanced yet mysteriously absent race or gardening; how could I possibly choose?


[X] Explore beyond the doors.
 
We are half-way there, we need about six plants total. Let's get what we need before exploring.

[X] Go north from your starting point, exploring around the giant mushroom grove.
 
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[X] Explore beyond the doors.
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[X] Go north from your starting point, exploring around the giant mushroom grove.
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Really think we should finish what we came for before exploring and potentially having to leave due to making everything explode.
I have a feeling something will go wrong somehow and we will need to leave without gathering more nirn roots.
 
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Since we can't stash them, there's a good chance that any we collect will be destroyed when the inevitable exploding takes place. If anything, we should leave the ones we already have outside and come back for them later. If it turns out that we can't come back for them then we can go back to the college in our ratty, exploded clothes and tell them that sending more people is a bad idea.
 
[X] Go north from your starting point, exploring around the giant mushroom grove.

Gotta finish the job.
 
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[X] Explore beyond the doors.
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[X] Go north from your starting point, exploring around the giant mushroom grove.
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Blackreach II
[X] Explore beyond the doors.


You nod to yourself with a smile - there's no rush, you have plenty of time! And since you already have three plants and know where a fourth is if you need it, it won't take you long at all to finish up. You certainly have the time to take a little diversion to enjoy yourself. You hop off the rock and fly up toward the doors, curiosity growing. Where do the doors lead? You land in front of them and reach up to the handle, pulling it toward you. It takes surprisingly little effort to open such a massive door, and you leave it hanging open as you step inside.

You find yourself in a long, dimly-lit, high-ceilinged stone hall. More of the feeble mage-lights stud the walls, protected by ornate gold-colored bars and mounted well above human reach. Alcoves line the hall, spaced well apart from each other, and you glance into them as you float down the hall, listening for footsteps or other signs of life. Some of them seem to be sleeping areas, piled with spotted hides and mangy furs, a scorched area of stone marking where a fire would be; others are storage or refuse areas, heaped with discarded clothes and rags and less palatable things; and a few are empty save for the machinery behind solid fences, working with odd quiet to some unknown end. The end of the hall, however, is well-known, and you stare accusingly at the unadorned stone wall. You pound on it in a few places, at low levels and at high, but it seems to be solid.

Disappointed, you turn back and explore the alcoves more thoroughly. One of the machinery alcoves had its cage torn open at some point, and you send your clones exploring a pipe that looks to have been hacked open. You hope to find something of interest, but continue searching the more promising-looking alcoves in the meantime. Going down the pipe quickly reaches water, and an inquisitive touch leads to the clone's fingers boiling away - it seems to be close enough to 'running' to count, and your mouth twists in disappointment. Going up, however, leads to a fork in the pipe, with one continuing up and the other splitting off horizontally. The vertical pipe continues on for at least a hundred meters, twisting and coiling but always leading up. The other ends just over ten meters from the divergence, leading to a gummed-up opening 'guarded' by a large metal sphere, steam seeping through minute seams. It was probably something to keep the pipe blocked off, but with the breach in the lower level became unnecessary. You can hear various striking and clanging noises, presumably more machinery, but you can't see any light sources. You dismiss your clones and return your full attention to the alcoves.

The sleeping areas hold nothing of value, and even the storage alcoves are of little use, typically storing consumables like berries or fish, many of which are spoiling, or lumps of rock, or clothes that are bloodied and shredded beyond use. Others hold more 'useful' items that are still worthless, like still-usable weapons and armor. You pick up one such shield - a kite shield nearly as tall as you, its steel-and-wood construction marred by an inexpertly-applied bear decoration. Given the poor posture of the goblins, such a shield seems like it would be effective, yet they leave it here with pierced and torn pieces of armor. You shrug and toss it back onto the pile; you must be missing some context, but it doesn't matter, because even a shield like this won't save them from you. Weapons, too, are here - well-made weapons of metal, rather than the poorly-designed chitinous weapons the goblins wield - and tools, pickaxes and shovels and wood-cutting axes. One alcove is piled with gold-metal items and tools: cutlery and dishes, ornately-carved pieces of varying sizes and shapes, humanoid masks and busts. One object, similar to a gyroscope but solid, glows with a soothing red light, and you take it for yourself. Another alcove holds useful items as well - various pieces of chitin, carefully stacked out of the way, numerous vials and jars placed neatly on a thin gold-metal shelf, even a few twisted pieces of wood that seem to have some kind of power behind them. A small cabinet holds gems and jewelry, and although most are of little worth due to damage, wear, or simple poor craftsmanship, but you do take two crimson teardrop-shaped gems and a curious ring, three twining bands of bone-like material set with two small green gems.

You sigh. There has to be more to this place than just this - no one would make such a big door just to get to a storage and maintenance area! You snarl and begin trashing the hall - rags and rugs are thrown about, armor is broken against unyielding walls, weapons are jammed in and shattered against machinery, the goblins' neat piles are tipped over, the pieces scattered and ruined. After you finish redecorating, you take a deep breath. You're obviously missing something, but … is it really worth it to go up that pipe to see what you're missing?


What do you do?

[ ] Go through the pipe.
- [ ] Keep going up.
- [ ] See what's in the dark area.

[ ] Get back to plant-collecting.
- [ ] West.
- [ ] North.

[ ] Other?
 
[X] Get back to plant-collecting.
- [X] West.
--[X] Take some of the gold metal stuff along if you can. Might be valuable to someone if it's gold.

Cool Dwemer Ruin, but likely to ruin the harvest if we take too long
 
You nod to yourself with a smile - there's no rush, you have plenty of time! And since you already have three plants and know where a fourth is if you need it, it won't take you long at all to finish up. You certainly have the time to take a little diversion to enjoy yourself.
Jeez, jinx it some more, why don't you?


[X] Go through the pipe.
- [X] See what's in the dark area.
 
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[X] Get back to plant-collecting.
- [X] North.
--[X] Take some of the gold metal stuff along if you can. Might be valuable to someone if it's gold.
 
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[X] Get back to plant-collecting.
- [X] West.
--[X] Take some of the gold metal stuff along if you can. Might be valuable to someone if it's gold.
 
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