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Member
Posts: 15,607
Joined: Apr 3 2005
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Feb 20 2014 03:10am
Hmm what was the age again... I think the mod is thunderchild or something like that, it adds new balanced and cool shouts on top of adding new voice related quests, you should try it, I think you'll like

Edit : wow I love the way you tell your tale. You make quests I've done 12 times sound really interesting :)

This post was edited by StephanePare on Feb 20 2014 03:14am
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Feb 20 2014 09:25am
After leaving Redwater Den, we meet a man called Stalleo in the wilds. He implores us to help him, some rival of his has captured Treva's Watch and holds his family hostage inside. He wants me to liberate the fort, so he and his men can organise a search party for his loved ones. I can enter the fort via a hidden entrance, taking these bandits by surprise. Lydia seems particularly bloodthirsty today, for she sprints of into the tunnels, effectively hunting these lowlifes down.

After rooting around a bit in the cellars, we make a gruesome discovery. A couple of dead civilians, probably Stalleo's family.



We rust out quick to tell him this unfortunate news, but once confronted with him I cannot bring myself to tell him.



Shamefaced, we head back to the road. We stop for the night in Ivarstead, and early morning we make our way back to Falkreath. The Jarl there is generous with his rewards and grants us the opportunity to become Thane of Falkreath. First, though, we must make ourselves popular with the locals. As expected, the villagers do not hestitate to come to us with their requests. The one the blacksmith gave us will be something to tell the grandchildren. He wants us to find a good hunting dog, sighted along the roads close to Falkreath. Finding the beast was no trouble, however, finding that it could talk was something else entirely!



Turns out he is a servant of Clavicus Vile, another Daedric lord. Learning this, I quickly look to rid myself of this creature. It wants me to meet it at Haemar's Cave. Sadly, I already cleared this vampire den of it's inhabitants. Otherwise the fates might have bestowed me the luck of having this dog devoured by the bloodsuckers. It can sit at the cave until world's end, for all I care.

The rest of the tasks for the people of Falkreath were done quickly enough. I now can call myself Thane of Whiterun and Thane of Falkreath. Another follower has joined our party as well. Rayya, my new housecarl, will surely make herself usefull.
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Feb 20 2014 09:37am
I decide to stay the night at Falkreath. I have a lot of things to barter and I am also running low on poisons. I make the best of my time to prepare myself for the trek back to Whiterun.
After dinner, I stroll a bit around town, enjoying the evening air. Of course, a dragon decides to ruin this tranquil moment. Unfortunately for it, it is ill-prepared for my new poisons and goes down quickly.

The villagers are downright astounded as I devour its soul.



Exhausted, I head back to the inn for a well-deserved nights sleep.

Early morning, we continue our way back to Whiterun. Rayya shows her hot blood, by just charging at some mammoths. Now, I do not mind a good hunt, but taking these beasts (and their masters) head-on is foolhardy. However, I cannot let my new follower just rush to her death. Also, I can't scold her for her stupidity if she's stomped into the ground. It takes nearly all my new poisons, but finally we get these monsters down.



I'm also starting to wonder if these dragons can smell when I'm low on arrows. We almost made it back inside the safety of the gates of Whiterun, when two of these bastards drop out of the sky. Luckily, the Whiterun guards hold true and back us up heroically.

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Feb 21 2014 12:47am
After doing the necessary tasks in the form of bartering, enchanting, crafting poisons and arrows, we decide to head north to obtain Jurgen Windcallers Horn for the Greybeards.
Not long after we leave the city, we find a group of bandits holed up in the aptly named Robber's Gorge. Holding true to my duties as Thane of Whiterun, I decide to bring justice to these brigands. Unfortunately though, this encounter and a couple of others along the road, force us to veer further West then originally planned. And so we come to a small village by the name of Dragon's Bridge. Tired, we decide to stay in the inn for the night.



The next morning, we awake early and head North East to Ustengrav, where the Horn resides. The ride is uneventful, until a familiar voice booms from the sky. We have accidently stumbled upon Meridia's Shrine. Seeing that she won't shut up, we go up to see what all the fuss is about.



Before I realize what's happening, Meridia drags me up a couple of leagues into the air to make her demands. This wily wench knows how to skin a cat, I'll give her that. So apparantly, necromancer's are defiling her sanctuary and she orders us to cleanse it and retrieve her token. Seeing that I'm standing on fresh air, 3 miles or so from certain splat, I accept her mission.




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Feb 23 2014 12:01am
Meridia's shrine turned out to be filled with red-eyed ghosts. Rayya seemed very troubled by them, because most of the time she insisted on staying behind me. Lydia, as always, was a reliable follower. Fearless, she is.



Eventually, we fight our way down to find Malkoran doing something in front of an altar. Luckily, he didn't notice us when we snuck into the hallway leading up to the altar. One well-placed headshot downed him and Lydia makes quick work of the remaining ghosts afterwards. Meridia seemed pleased because she bestowed me with Dawnbreaker. A Daedric sword made to burn the undead, and in a pinch can be used as a torch. She also wants me to spread light into the world by giving glory to her name, but she can find another patsy to do that.

After receiving the sword, we make haste to get to Solitude so we don't have to make camp in the wild for the night. Arriving at dusk, we see two dragons circling above, but they seem uninterested in attacking. Some sort of sign of things to come, maybe?



Solitude, itself, makes a poor first impression. Right when we step into the gates, we are 'treated' to the sight of an execution and not much later we are accosted by a madman in the streets urging us to take Pelagius Hip Bone into the Blue Palace and convince his master to return to his people.



Reluctantly, I agree.

This post was edited by hATemOnkEy on Feb 23 2014 12:05am
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Feb 23 2014 12:22am
When looking around in one of the old and, apparantly, abandoned wings of the Blue Palace, I'm suddenly teleported to some sort of misty clearing. To make matters even more peculiar, I've seemed to have interrupted an argument between Sheogorath and Pelagius. A daedric lord and a long dead king. An excellent closing of this day. Two daedric lords in one day is a bit much.



Sheogorath appears to be Dervenin's master and remains reluctant to leave. After a heated discussion, he gives me Wabbajack (a Daedric staff with vastly unpredictable effects) to overcome three burdens on Pelagius' mind. I'll refrain from trying to explain the whole ordeal, because it doesn't make sense at all. Suffice to say, I was glad it was over.



After this, we have a brief meeting with the steward of Solitude, who informs us of a group of renegades in Wolfskull Cave that have been causing problems. Promising to deal with this after we retrieve Windcaller's Horn, we take our leave and head to the inn, for a well-deserved rest.

The day after we leave for Ustengrav. Inside we have to fight all kinds of horrors and abominations: undead, spiders, necromancers, traps, ...



Finally, we make it through to where the Horn is resting, only to find someone else has already taken it. Infuriated, I read to note they have left behind telling me to meet them in Riverwood. There had better be a very good explanation for this!
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Feb 23 2014 11:23pm
I'm gunna have to check out some of these mods
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Feb 24 2014 02:00am
Leaving Ustengrav in a fool mood, we're hit with a blizzard out of nowhere. Seems the Divines want to cool off my hot temper with a quick dose of frozen death. In a hurry we turn South and ride as fast as we can for shelter.



This shelter turns out to be Morthal. This small town gives off a very strange vibe. The villagers are rife with gossip about Hroggar, who is rumored to have burned his house, containing his wife and child, to the ground to go live with his mistress. Something he obviously denies. I talk to most of the people in this small town, until I see myself forced to go to the Jarl for more information. I feel morally obliged to help these people, after all, they have saved me from a snowy grave. Although, I have to say, their ways are strange to me.



After getting some information and instructions from the Jarl, we go investigate the burned out house. I am looking around in the ashes of the hearth, when suddenly the spectre of a little girl appears. Strangely enough, she is not scary in the least. She seems confused about events, but from her babble I can deduce that there will be an encounter at the graveyard at midnight. So I bide my time and stake out the cemetery until the moon is high. Sure enough, a vampire shows it face. It never knew what hit it.
Upon approaching the corpse, a dug up coffin starts speaking to me.



It seems Hroggars mistress is a vampire as well, planning to take over this town. The Jarl is extremely pleased with me rooting out this plot, and (predictably) asks me to further aid them by killing the master vampire. Luckily, he is located in a cave nearby. Getting the villagers to stay in the town was almost more challenging than fighting the vampires. I don't need a lot of amateuristic hotheads running in front of my arrows.

Here again, we are offered to become Thane, although we first have to popularize ourselves with the locals. These politics are becoming tedious, until I notice that one of the requests would take me near Red Eagle Redoubt. A place of legends, only hinted at in a book I recently found. Intrigued, we head West.
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Feb 26 2014 12:39am
Western Skyrim is a beautiful place: lots of open meadows, butterflies, a mild climate. It would be a nice place to retire to, were it not for the constant stream of wolves, spiders, bandits and giants. I'm fairly certain the three of us have thinned out their numbers enough to put some of them on some kind of endangered species list.
Anyway, as we reach higher altitudes, the air turns frigid again. Luckily, this area seems to be heavily forested and we take the precaution of harvesting some firewood before heading onwards. It doesn't take long before we find Red Eagle Redoubt. It seems to have been taken over by a group called the Forsworn. I don't know what they're all about, except they don't take kindly to strangers. After dispatching them, I find a sword called Red Eagle's Fury and a book detailing some a nearby cave, where apparantly Red Eagle himself resides. Predictably, it is a forboding place.



Inside, there is a pedestal. It seems to have a holding space for a sword, so I slide the Fury sword in to see what would happen. Apparantly, it is the key to opening a hidden passage leading to Red Eagle's resting place.



Red Eagle himself is one tough bastard. He takes one hell of a beating, and dishes out some hefty damage himself. Lydia and Rayya both had their hands full with keeping him in place, a couple of times being knocked about themselves.



At last, we were able to beat him down and reclaim the sword from the pedestal. It has become imbued with Red Eagle's essence in some way, for it is now called Red Eagle's Bane. Lydia is eyeing it covetously, but she'll just have to put up with it staying on my hip.
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Feb 26 2014 01:02am
After this adventure, night begins to fall. Upon consulting our map, we see that we are not that far from Markarth. Seeing that a bed in an inn is preferable to a smelly bedroll in a windy tent, we make haste towards the city. Once inside, we are just in time to prevent a public assasination. Right, the very second we step inside the gates, we see a man creeping up on an unsuspecting woman, dagger in hand and a malicious glint in his eye. Doing our civic duty, we spring into action, saving this poor woman. She and the bystander cluster around us with thanks and some information about that is going on in these parts of the country. It seems that the assasin is linked to these Forsworn that attacked us at Red Eagle Redoubt. Lovely bunch, they are turning out to be.



After the crowds disperse, a man mysteriously hands us 'a note we have dropped'. Now, I know for certain I did no such thing, so I treat this man with the greatest suspiciousness. He leaves quickly. After reading the note, it appears he wants to meet us at the Shrine of Talas, basically in a secluded place. I don't think I'll be seeing him any time soon, if I have anything to say about it. I can smell a plot a mile away.

The next morning we decide to roam the countryside a bit. See what we can see and take it easy on the questing for a while. For some reason, it wasn't as relaxing as we expected it to be.



A bit desillusioned, we head back East. At nightfall, just when we are starting to search for place to make camp, we find a beautifull home. Just in the middle of nowhere really.



We go to knock on the door, but there's nobody home. There is, however, a note sticking on the door. Apparantly, the owner and a friend are hunting in a Springwater Cave. We deduce that it's not that far a ride back and head on out. Sadly however, it turns out that both these people have succumbed to their prey. Honoring their hunting background, we hunt down this giant mudcrab. I'm sure that they won't mind us taking the key, to take shelter in their hunters refuge.
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