Tag Archives: Elder Scrolls

The Tale of Garn Chapter 25

Warning: potential side quest spoilers ahead!

From Garn’s recollections:

Treasure Hunt

I was minding my own outside of the Roxy Inn, packing up my horse and preparing to set out once again when I was approached by a stranger in a grey cloak. He introduced himself as a runner from the Court of Bruma and said that the Countess insisted on seeing me about work. The runner tossed me a small coin pouch and told me it was a stipend to help ease my consideration. Temporarily dumbfounded by this I had little time to ask questions before the runner again made his way back to the road and disappeared into the surrounding hills.

At first I was a bit puzzled by these events: Had my reputation grown enough that a Countess would send for me from afar? Had my reputation grown so much that people were starting to take note of my whereabouts even? Was this a trap? Should I be concerned? The 25 gold coins in the pouch sealed the deal – I had few enemies in Bruma so far, had certainly done a few things there and around there to gain reputation, and I still had little to go on regarding my suspicions of a forgotten past that I should be wary of catching up to me over. This was what I was after, and what my adventuring career had been building up to. I mounted my horse and began to ride towards Bruma.

This old place again...
“This old place again..”

As I walked into Castle Bruma I was greeted by the court’s herald, Tolgan, who had been expecting me and escorted me to the Countess. Countess Narina Carvain seemed absolutely giddy with excitement upon my introduction. The Countess told me that she had been looking for an experienced adventurer for quite some time and began to lay out the entire scenario for me. Apparently the Countess was an avid collector of ancient Akaviri artifacts. Although I didn’t know of their origin, I could see signs of her being a collector by the various displays in her throne room. The Countess told me that she had been in search of a particular item, an amulet called the Draconian Madstone, that she had been able to track to a location known as Pale Pass. Pale Pass, however, was thought to be a legend and no one knew exactly where it was. Some of the Countess’s scouts were able to track down one of the landmarks mentioned in the journal of a Akaviri messanger that was part of her collection which lead her to believe that it might actually exist, however. This was where I came in – her scouts were unable to continue their search due to dangerous monsters and wildlife in the area.

See how happy I make her?
“See how happy I make her?”

This sounded like a simple enough task – she gave me a copy of a simple landmark map that was drawn in the journal as well as precise directions to one of these landmarks. She seemed quite certain that if I could find the other two land marks described in the journal I’d be able to locate the Pale Pass and hopefully find the Draconian Madstone. The beasts roaming these northern mountains weren’t much of a concern either – sure, they could be dangerous, but I’ve dealt with them before without a problem.

Still better than Oblivion's animations.
“Still better than Oblivion’s animations.”

After a quick trip to a local supplier for some extra furs I saddled up and began to ride away from Bruma. It was a lonely ride up into even higher elevations than city sat at, with snow blowing at my face and poor visibility to watch for predators. As I set camp for the night I began to read some of the journal transcriptions the Countess had given to me. Assuming the accuracy of her scribes, the journal tells of a messenger who was being sent to the invading Akaviri army’s headquarters which was hidden in Pale Pass. The message was a simple one but not delivering it could have dire consequences – the fort would not be supplied as scheduled, and they would have to ration their supplies for longer to hold out. The messenger never made it, besieged by the elements, wolves, and what sounded like Ogres.

At the foot OF the foot.
“At the foot OF the foot.”

At day break I set off again and soon found the second of the landmarks – an huge and ancient Imperial statue of a knight. I thought it to be quite an odd location for such an elaborate piece of art but who knows what this place was in ancient times. As I admired it I heard my horse, left to graze nearby, in distress. As I dashed to it I discovered a hulking Ogre kneeing over its corpse. Nimbly out maneuvering the creature I slashed my sword deep into its shoulder and again across its midsection. Luckily I wasn’t carrying too much extra on my horse and I was, in theory, close to the final landmark and entry way into the Pale Pass.

Soon I found it – an ornate doorway carved into the very face of the mountains. As I opened the door it was quite clear that I was the first visitor here in a very, very long time. I carefully made my way through the dusty cave – it seemed to be mostly one long passage, though there were outcroppings containing chests and strongboxes and what seemed to be some caved in rooms and passageways leading off in different directions. Most of these chests seem to have been picked of their more precious items by thieves long ago despite the generous smattering of traps scattered throughout the cave system. In one of these outcroppings I discovered the remains of the very messenger whose journal had been so useful in finding this place. Although his skeleton had obviously been picked clean long ago, I did find a copy of the message he was supposed to be delivering. Feeling that this might be worth something to the Countess I pocketed it and continued on my way.

Now THAT'S dedication!
“Now THAT’S dedication!”

After hiking a good 20 minutes I emerged from a door on the other side into what was unmistakably Pale Pass – ancient ruins fill the basin whilst the wildlife, nearly undisturbed for years, thrived as best it could in the harsh climate. I said nearly because the creature at the top of the food chain in this forgotten place soon made itself known – Ogres. The entire area was simply teaming with Ogres and I had to continually check every corner for potential danger. Luckily Ogres are seldom known for their stealth or their cunning so I never gave them the chance to get the better of me. It didn’t take long for me to discover the fort – the ancient Akaviri headquarters. The upper levels of the complex appear to have been almost entirely decimated by a landslide but a quick search through the ruins soon revealed an intact passage into the lower levels of the building.

Cleanup on aisle 3!
“Cleanup on aisle 3!”

Below the ruins I found an surprisingly intact fort. There was little in the way of interesting treasures to be found but it may have been kept quite lean in times of war. I didn’t get to explore long before I encountered two things I’d be coming across quite a bit while down there – traps, and undead. Traps were simply everywhere in this place though many of them were too ancient to continue to function now. I theorized that the holdouts at the fort, knowing of their fate, barricaded themselves in. Perhaps they feared an impending attack? Such knowledge is likely forever lost. More mysterious to me, however, was the presence of undead Akaviri soldiers that frequently ambushed me as I moved through the complex series of passages and rooms. How did Akaviri became undead? Perhaps a curse or some sort of necromantic charm used on recruits. In any case this was not my idea of good adventuring – much danger with very little reward. Even the Akaviri armor and weapons which could be priceless to collectors such as the Countess, were so deteriorated as to be worthless.

Well, the weather hasn't been so great...
“Well, the weather hasn’t been so great…”

I continued to make my way through the dark and dusty underhalls of the fort carefully looking for traps and any sign of the Madstone. Not having much luck I eventually came to what appeared to be an officer’s quarters judging by the decor. My search was interrupted by another undead solider, although this one began to speak. It was the Akaviri Commander, and he seemed to be addressing me as the missing messenger. He demanded to know of what his orders were. Instinctively, rather than attempting to fight it I reached into my pocket and presented him with the copy of the message I had found in the cave. Seemingly content with whatever details lay within, the commander collapsed into an unanimated pile of bones and armor and I could hear echos of other undead soldiers doing likewise throughout the fort. While I was happy to be rid of the nuisance I was still no closer to finding the Madstone. Almost as soon as I had completed that thought, however, a large stone slab began to slide away – something had triggered it opening in the officer’s quarters, revealing a small treasure room. The treasure certainly wasn’t the great heaps of spoils of war that I had imagined, not too surprising given the less than successful end to the campaign, but at least the Draconian Madstone did seem to be amongst the items I recovered. I quickly filled my bags and began the long walk back out.

Sweet, sweet loot!
“Sweet, sweet loot!”

The walk back out of the fort, the pass, and finally the mountains, without a horse, was quite miserable, but before long I found myself back in Bruma. Countess Carvain couldn’t believe her eyes when I presented her with the amulet. She was so pleased with its condition that she gave me one of her other, lesser Akaviri artifacts, a magical ring, as a reward. Although the ring didn’t seem to be exceedingly useful to me it was likely worth quite a bit to one of the dealers in the Imperial City. Speaking of which, I had seen my share of these cold mountains for the time being and decided to set out for home, hoping my modest shack hadn’t yet been robbed of its riches in my absence. It could very well be filled with squatters by now…

The Tale of Garn Chapter 24

Warning: potential side quest spoilers ahead!

From the journals of Garn:

Sleep Like The Dead

Though the Imperial City is within sight I have to continue my journey around to one of the entrances in the north. Night falls quickly and despite the frequent patrols of the roads this area is teaming with wildlife, Goblins, and other undesirables that I’d rather not let catch me off guard so I decide to make a stop at the Roxy Inn. When I inquire about a room the Nord lady behind the bar, no doubt noticing my garb, says she’ll make me a deal. She has a desperate look in her eye which draws my full attention – I hear her out. She tells me that a Necromancer named Raelynn the Gravefinder has moved into a cave nearby and has been causing a lot of trouble, sometimes scaring away potential customers. She says that if I can clear out the rogue mage she will give me a room for free whenever I desire. While I probably won’t need to stay this close to the Imperial City very often an adventure is an adventure.

Hey look it's... nah, just teasing.
“Hey look it’s… nah, just teasing.”

Since I’ll likely be in the dark the entire time anyway I decide to go ahead and visit the necromancer’s cave now. She almost certainly won’t be expecting unwelcome visitors of the adventurer variety at this hour and, if I’m lucky, she’ll even be asleep. I’ve heard and, to some extent, seen myself by now that rogue mages and other outlaws often prefer to live in groups so the possibly that Raelynn isn’t alone doesn’t escape me. I carefully creep up to the cave, putting my torch out 25 feet or so before the cave’s entrance as to not cast any light that might give my approach away, and slip into the entrance.

Just point me at her...
“Just point me at her…”

The cave is much larger and more open than I would have suspected – now I’m even more concerned that this might be some sort of a necromancer coven’s base of operations. Soon, despite my attempts to remain stealth, my presence is detected and I hear the telltale signs of a summon spell being cast. A reanimated corpse comes charging at me. As I hack at the decomposed body mindlessly swinging at me I catch a glimpse of the necromancer behind it – and it isn’t a woman. After defeating the animation I charge the necromancer and despite his attempts to flee I finish him off. Hmm.

Sure, stand there smugly behind your burning skeleton... thingy..
“Sure, stand there smugly behind your burning skeleton… thingy..”

The next coordinator leads to a double door way. As I prepare to quietly open it the doors both swing open with great force. I only narrowly avoid being bashed in the face by one of them. Two summoned skeletons rush me and I prepare for a tough fight. Obviously two separate necromancers are behind this attack as each animation is quite powerful. After downing the skeletons I rush the first necromancer I see. She screams at me, something to the effect that she knew they’d come for her eventually she won’t go easily. Indeed she doesn’t – we trade spells until I am able to corner her and finish her with my blade. Raelynn the Gravefinder is dead yet I barely have time to take in the kill as the second necromancer attacks. Wounded from my battle with Raelynn this fight is quite a struggle. This necromancer seems to be much more powerful and I only narrowly survive his constant summons and lightning attacks.

Raelynn the Gravefinder curses you!
“Raelynn the Gravefinder curses you!”

Although my job here is done I believe I’ll explore this cave system just a bit more, after all, if any necromancers remain then the Roxy Inn’s troubles will too. The next chamber I enter contains three necromancers, though thankfully not nearly as powerful as the last one. I summon a Daedroth who quickly dispatches one of the spell casters before he can even summon an animation. The Daedroth and I quickly dispatch the second as well, though the third proves more elusive and begins running down a far corridor away from me while at the same time hurling all manner of spells and curses at me. The necromancer and I trade magical blows evenly for what seems like minutes. While she did a good job of keeping me at bay I eventually gain enough ground to charge her and land a fatal blow, cleaving one of her arms cleanly from her body and sending her staff quietly rolling down the passage.

Behind you!
“Behind you!”

I loot the bodies of their possessions. There isn’t not much in the way of treasure but rare and valuable magic supplies are numerous. I move on to the final large room in the cave and am greeted by another necromancer and his summon and I can see another, more powerful necromancer further in the room who also begins to send his animations at me. I land a fireball squarely on the first necromancer and slide my blade through his side for good measure as his screams, burning to death, then kick him off of my sword and charge, shield raised high, to the necromancer lord. The lord summons additional animations and animates some of the nearby bodies. Soon a wraith joins the battle as well. Obviously this necromancer knows he is the end of the line and is giving it all he has. Unfortunately for him so am I.

I skillfully block the attacks of my opponents by employing a meat shield.
“I skillfully block the attacks of my opponents by employing a meat shield.”

As I summon another Daedroth to distract some of his summons I pepper him with fireballs and advance on him. As I hear the wraith’s agonizing yelp of defeat beside me I charge further at the necromancer, this time bashing him with my shield and following through with a swift sideways strike. Despite my crushing advance he is able to block my blow with his staff though it is cut cleanly in half, its pieces flying to either side behind him. This time I lunge my sword towards his belly and it hits its mark. While the necromancer is obviously mortally wounded his finger tips still crackle with lightning as if he is going to strike at me a final time with his dying breath. Taking no chances I draw my sword from his belly and with one powerful strike cleave off his head. The cave seems vacant once again.

Now perhaps I can finally get that room at the inn I was after…

I know I suggested that I was finally going to be doing some Imperial City quests but this entry and the next will be me cleaning up a couple of other minor side quests I missed along the way…

The Tale of Garn Chapter 23

Warning: potential side quest spoilers ahead!

From Garn’s recollections:

The Hunted

The next day I spent most of my time hanging around in some of Bravil’s taverns. Unfortunately most of the taverns in the city were more of the inn variety thus most of the relatively few patrons were travelers rather than regular locals. Still, it was only a matter of time before I heard rumor of a woman who was claiming that her husband had been kidnapped. This, naturally, sounded worth investigating.

I found the woman, Ursanne Loche, chatting with several others outside of the city chapel. She was easy to spot as she wore the look a person who had done much grieving in days passed. After I introduced myself she told me that her husband Aleron had manged to get himself into a significant debt thanks to an out of control gambling habit and had been kidnapped by a loan shark named Kurdan. This sounded like absolutely none of my business but I figured it couldn’t hurt to at least go chat with this Kurdan character.

Since you're obviously incapable of getting it yourself I guess I'll accept.
“Since you’re obviously incapable of getting it yourself I guess I’ll accept.”

After asking around a bit I located Kurdan hanging around at The Lonely Suitor Lodge. Kurdan was a large Orc who seemed suspiciously well armed for a loan shark. I was surprised to find him offer me a straight up trade without much discussion at all. Kurdan simply wanted me to travel to a nearby ruin and track down a lost family heirloom of his. While this sounded reasonable the whole setup seemed a bit too casual, and I remained suspicious of his intent even as I agreed – or perhaps that was why I agreed! Once I accepted Kurdan’s offer he seemed eager to have me leave and said he had even provided me a small boat to take me to the ruins. After agreeing he seemed oddly rude and forceful, even for an Orc, insisting that I leave immediately and not dilly-dally. My hand never left my sword’s pommel as I stepped into the boat and made my way down the city canals.

Looks like a nice place...
“Looks like a nice place…”

I reached the ruins of Fort Grief, just across the bay from Bravil. The ruins consisted of a large, destroyed tower poking out of a sandy beach. For being so remote the area looked well traveled and used, even having a dock to tie the boat off on to. The only entrance to the ruined tower I found was an archway blocked by a large metal portcullis. A small leaver raised the portcullis and I cautiously stepped inside.

The portcullis fell back down with a loud clanging noise as it slammed against the stone. While I wasn’t too surprised by this my attention quickly shifted to trying to locate a means to reopen it from the inside. Unfortunately I couldn’t locate one near the archway itself though my search was soon interrupted by the shouting of a man. As shouts of “Hello?” and “Is anyone there?” echoed through the ruins I made my way towards their origin. Much to my surprise I saw a Breton man who matched Ursanne’s description of Aleron perfectly.

Doh!
“Doh!”

After introducing myself Aleron hurriedly told me that he had been lured here by Kurdan in a similar way as I had, and that we were now apparently unwilling participants in some kind of bizarre hunting game run by Kurdan. Unfortunately it seemed that our roles in the game were to serve as prey, and that the only way out was to go into the sub-levels of the ruins where the hunt took place and survive the hunters, one of which would have a key to the outside. I had heard tale of such “man hunts” while in prison though I never bargained I’d ever see one myself, never mind be the one being hunted in one. I told Aleron, who certainly didn’t look like the fighting type, to hide himself nearby on the outside while I searched down below.

Thankfully I still had my equipment and my magic so I didn’t feel like I was at a large disadvantage in this game. I lit a torch, drew my sword, and walked down a stairwell into the enclosed portion of the ruin. The inside seemed to be relatively well kept, with obvious attempts at recent repairs and modifications made to much of the structure. Near the entrance was a locked room containing a leaver – likely the key to our freedom. I attempted to pick the lock for several minutes only to discover that it was an uncommon sort of lock that my picks were not suited to working with and continued on my way.

Ok, I'm reporting this to the Better Business Bureau.
“Ok, I’m reporting this to the Better Business Bureau.”

The walls were scarred with signs of battle, pocked with arrow hits, and there was even the occasional humanoid skeleton to be seen – obviously Aleron and I were not Kurdan’s first victims. My train of thought was broken by a battle cry as a man wielding a massive poleaxe rushed towards me. I sidestepped his attack and slashed across his belly as I did so, landing a lucky hit on a weak area of his armor. As I turned to continue the fight he was already dying, clutching his wound.

Shield bash!
“Shield bash!”

As I continued on I came across many traps – some of which were probably part of the original structure while others, such as crude pit traps, were obviously recent creations meant to spice up the hunt. Some of these traps were hidden quite well as the second hunter who attempted to ambush me discovered. A large boulder smashed into the hunter, sending him flying off of a ledge and to his death before I was even aware of his approach. Finally I reached the end of the accessible part of the ruin, and the last hunter – an Orc who fiercely charged me as I entered the chamber. I struggled to keep the Orc at bay with fireballs while continuously moving away from him before we finally clashed and I finished him off. I claimed my key from his corpse and started to backtrack.

Look out behind you!
“Look out behind you!”

I was quite surprised to find that the key that I had found on the Orc hunter didn’t fit the locked door to the gate room either but I had little time to contemplate the situation as I heard screams coming from the outside. I rushed back up the steps to find Kurdan himself standing over Aleron’s body. He turned to me and smiled before lifting his sword and approaching me. I didn’t hesitate to engage him. Kurdan was a strong warrior but I quickly found that his brutal, overbearing attacks were of little match for my sword skill and I finished him as a brief but violent sword fight. Upon searching his body I found the actual key to the gate room – Kurdan obviously never intended to let us leave the hunt alive regardless of the outcome.

Leaving Bravil...
“Leaving Bravil…”

I loaded Aleron’s body onto one of the small boats still tied off near the ruins and rowed back into Bravil. I sent for Ursanne immediately upon seeing the first city guard and by the time I had tied off a small group had gathered around at the docks. I told her that Kurdan had double crossed us and that her husband had been brave despite the circumstances. I left the somber scene quickly and headed off to the stables to purchase a steed. This job hadn’t gone at all as I had hoped and I wasn’t very pleased at failing to bring Aleron back alive. It was time to continue on to the Imperial City where I was hopeful that better fortune awaited me.