d2jsp
Log InRegister
d2jsp Forums > Other Games > Other Games > Elder Scrolls Series > Let's Play: Skyrim #2 > Modded
Prev12345Next
Add Reply New Trade New Service New Price Check New Topic New Poll
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Mar 29 2015 03:09am
Travellers in the inn tell us creepy tales of a cave nearby that is supposedly haunted. There are also tales of undead lingering in the depths. Apparantly it has been a source of fear for decades now. Feeling brave, we decide to investigate.

Sadly,they weren't kidding! The damn place is infested with Draugr and fairly powerful ones at that. Hoth and Elendyl are tested to their limits and I almost can't keep up with my healing magics.





At long last, we are able to fight our way through. Down in the depths we find another one of these mysterious Walls with the glowing words. The very air around it resonates with an eerie chanting. Peculiarly, neither Hoth nor Elendyl seem to be able to sense anything strange. As with the previous Wall, when I get close everything starts to shimmer and the glowing and chanting disappears. We have got to find out about these Walls, but so far, no one on our travels seems to have any information about them.



Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Mar 29 2015 03:20am
Exhausted we head back to the inn.

In the morning we talk about what we have to do next to complete our pilgrimage. We have found all of the Shrines, but not nearly close to finding these scriptures that are required for the ritual. There is no known place to look for them, they are scattered across the lands. So far, we have come across two of the nine we need.

After much discussion, we decide to go to the rumored Dawnguard. Allegedly a newly formed group of vampire hunters, they are looking for members in their fight against the bloodsuckers. Their fort is near Stendarrs Beacon, which leads us to believe they also serve him.

We have to go almost straight South, even South East of Riften to find their place. It took some finding, but eventually we are able to find their leader Isran.



One of the Vigilants named Tolan is also there. He confirms that the Hall of Vigilants has been attacked and that a group of vampires are amassing at Dimhollow Crypt. It is rumored that they have found some artifact. Isran rightly deduces that whatever it is, it's probably not good news for anyone. He tasks us to find out more about it if we can. Tolan promises he will meet us there. And so we head out!
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 11 2015 07:56am
We ride out straight away, heading North so we can stay the night in Windhelm. The next morning we go West in the direction of Morthal. Dimhollow Crypt should be about halfway there. And sure enough, after a short ride we find the entrance to the cavern.



As expected, the place is crawling with vampires. Elendyl and Hoth have their hands full, while they fight their way through these ravenous hordes. With my trusty Atronach and my healing magics as backup we can slowly make headway ever deeper into the caves.



Eventually, we come to some kind of huge underground altar. Even from afar, it is pretty imposing. Cautiously we make our way forward.



When we get there there are all kinds of markings on the floor, centered around some sort of obelisk. Also, there are numerous other obelisks on the platform. After some contemplating, we come to the decision that this is the artifact the vampires must be searching. The whole thing looks to be a mechanism of sorts.
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 11 2015 08:16am
The place looks deserted and nothing much seems to be happening. So throwing caution to the wind (and ignoring Elendyl's warnings) I go to inspect the center obelisk. There seemed to be a button in the middle of the top, so being curious I go to press it.
Startlingly fast a spike flashes out and pierces my hand, blood flowing instantly into the underground mechanisms.



As my blood seeps into the device, an unearthly aura starts glowing from the markings of the plaza. Caught unawares Elendyl jumps backwards into one of the other obelisks, moving it. It starts to dawn on us, that we have to move these things in particular positions so that the aura can run through the whole plaza. When we finally get them all where they need to be, the aura flashes bright and unholy magic is erupts from the center.



Underneath us, we feel the mechanisms shifting and a tomb laboriously comes up in the middle. To our surprise, the thing opens up to reveal a seemingly dead woman. When we gingerly try to touch her, she moves immediately and steps forward. I could have sworn she wasn't breathing a second ago!



Upon speaking with her, she reveals her name is Serana and that she is a vampire. I could have let Hoth kill her immediately, but she speaks of a castle near Solitude, where supposedly this vampire's family is holed up. If we kill her now, we'll probably never find that place. So, with great reluctance, I'll allow her to guide us there. And I don't like the looks Elendyl is giving her at all!
Member
Posts: 2,761
Joined: Oct 24 2011
Gold: 47.00
Apr 14 2015 11:28am
Goddamn this is da bes.
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 16 2015 05:09am
Now that we have found what we came looking for (although we are none the wiser about the vampires' plot), it's time to high tail it out of here. Predictably, it wasn't going to be that easy. As soon as we left the platform, the gargoyle statues come to life and attack us immediately.



Fate doesn't give Serana much time to start proving herself as a temporary companion. She does fight with us, but with unholy magics. Even Hoth and Elendyl give her wide berth. Not that she's that sociable to begin with, as this dumb broad refuses to be healed by me. It could also be that I'm giving her a hard time, and that her unholy nature prevents her from profiting of my light magic bestowed upon me by Stendarr.

Eventually we fight our way through the hordes, as we always do. At least, the vampire doesn't seem intent on betraying us.



At the end of this huge cavern, we find another of one these mysterious Walls. The same thing happens, but no spark of what is happening is conveyed. Serana also doesn't seem to know anything about them...

Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 16 2015 05:27am
As soon as we get out of there, we speed towards Solitude. According to Serana's directions, her family's castle should be North West of there on an island not far from the coast. The ride towards Solitude is uneventful, but night is falling when we get there. I'd rather not spend to much time with this woman, but there is nothing for it but to go to the Winking Skeever for a nights rest.

In the morning, while rummaging through our luggage, I remember I had to deliver a book to Adonato in the Bards College. Even before we're properly through the door, they ask us if we want to assist them in obtaining a lost book about some King or other. Not paying much attention, I agree. I mean, how hard is it to get a book? Especially since there probably is a reward in it for us.

This chore being done, we head out. It took us some finding but eventually we find a jetty where we can use a boat to get across.



Unfortunately, the trip across freezes us to the bones. So of course, the doorman gives us some grief before letting us in. Even more awesome is that apparently these vampires are immune to cold or something as there doesn't seem to be a fire going in their hall. So half dead of hypothermia, we face them. This isn't going to go well, probably.

Luckily though, the Lord of the castle and Serana's father is pleased with us for returning his daughter (although, it doesn't seem like it's a warm welcome she's getting) and so he offers us to become one of their kind. Of course, we flat out refuse, but we are in no shape to fight. Fortunately there is no need to, because upon refusing him he teleports us back out of the castle, forbidding us to return. Serana obviously stays behind with her father, something I do not regret.



Best to go tell of this news to Isran, all the way on the other side of Skyrim...

Upon consulting the map, it appears that we can make our way South East past Dead Man's Respite where the Verse of King Olaf should be. Once there, we have to fight some Draugr, but there's not a lot of them and the boys have no trouble dispatching them. What is troubling though, is that there seems to be a ghost wandering in these corridors. It doesn't seem hostile though, it's almost like it's trying to guide us somewhere. And as there is only one route in the dungeon, we don't have much choice but to follow it.



Finally, we come to it's resting place, where we also find the book. I'd have thought it would disappear when we find it's corpse and speak a few prayers over it, but it seems to want to lead us somewhere else now.
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 17 2015 04:54am
It leads us to a door that was previously locked shut by a mystical force. Behind it there is a mechanism that uses the Claw we found at the entrance of the dungeon to open.



Cautiously we enter, unsure of what to expect. Pretty much immediately we get attacked by numerous Draugr. Hoth and Elendyl take the brunt of the work, but amazingly the ghost is fighting along our side. When we defeat the last one, One Eyed King Olaf himself is resurrected and wastes no time to charge us. Luckily though, it's four against one and he goes down quickly.

Behind his tomb is another of these Walls, these things seem to literally be spread all over Skyrim.



Having found the book and having laid the ghost to rest (not to mention giving King Olaf a second death), we have no reason to linger here. So we ride on towards Morthal, as night is already falling. Before entering the tavern though, we are accosted by a courier informing us of a new museum opening in Dawnstar. As interesting as that sounds, we have more important things to attend to.

In the morning we ride from Morthal towards Whiterun where we but some of our found treasures in the house and do some trading. The same afternoon, we leave for the Dawnguard Castle to inform Isran of what has transpired with Serana. He's not going to be pleased...
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 17 2015 05:06am
As soon as we arrive at the Dawnguard we are ambushed by a group of vampires! Have these sneaky bastards been following us since Dimhollow? Anyway, with the combined strength of the Dawnguard and the boys, the bloodsuckers are dispatched easily enough.



After the fight, we go talk to Isran. As expected, he isn't happy with what has happened. In his viewpoint the vampires have got exactly what they wanted: they have Serana (although how she is usefull to them, we don't know), they have an Elder Scroll (although we don't know what they want with it) and they know where the Dawnguard is located. Things are looking bleak.
To combat the growing threat, Isran is convinced we need the help of Sorine and Gunmar. According to him, their help would be invaluable to the upcoming fight.

He has tasked us to go find them, giving us approximate locations.

On the way North, we come across Ansilvund, where the Sword of Queen Freydis is supposed to be hidden. As evening is coming close anyway, we decide to venture inside and take a look around.

Of course the place is infested with dark mages and their mercenaries. They are probably looking for the sword as well. Whatever they want with it can't be good for anybody, so Elendyl and Hoth take them head on. Sadly though, they are tougher than they look and make smart use of the corridors so Hoth and Elendyl can't spread out. Finally though, we are able to break through and once we're not in single file the boys make quick work of them.





That should be the last of resistance before we find the Sword.
Member
Posts: 28,450
Joined: Apr 2 2007
Gold: 678.00
Apr 24 2015 09:45pm
Unfortunately, we were mistaken. Once we enter the final chamber, the lights drop and this crazed woman attacks us. Apparently because her husband died. She doesn't explain why she's mad at us though. Throughout the battle it becomes clear that this woman is called Lu'Ah Al Skaven, not that that name rings a bell at all. She does take a long time dying.
When she is vanquished, other souls appear to thank us for freeing them from their imprisonment. I have no idea what they are talking about, but I accept their thanks obviously. After that, we get the sword and make haste to get far away from this place.



From here, we go straight North to Windhelm to return the sword to Oengul the smith. In return he shows us some novel techniques with the forge. A very interesting man, and a great passion for the smithing trade.

After a night's sleep, we head West towards Morthal to find Gunmar and Sorine. Both of which aren't that impressive when we meet them.
Firstly, they weren't hard to find. Secondly, they seemed more preoccupied with their trivial activities. We have to help Gunmar hunt a bear and assist Sorine in locating some Dwemer cogs that were literally 20 feet away from her, before they agree to help Isran's cause.






I don't know what Isran sees in them.

But anyway, seeing as it's getting late again, we decide to head to Solitude to give Olaf's Last Verse back to the Bard's College. We'll meet Gunmar and Sorine back at Dawnguard Castle. Probably we'll get there before them, seeing that they don't even have horses.
Go Back To Elder Scrolls Series Topic List
Prev12345Next
Add Reply New Trade New Service New Price Check New Topic New Poll