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File 138938974914.png - (655.54KB , 782x572 , Kitty.png )
556435 No. 556435 ID: 100739

[[Ok, i know its a bad idea to run two at once but this damn idea has been jumping about in my head for like a damn year! i need to get it out so it can wither and die or flourish on its own -3- ]]

You are now a young khajiit girl, your four years old and your listening to your mother tell you awesome story's, stories of brave knights, powerful wizards and sneaky thieves.

Whats your name and which story do you like more?
561 posts omitted. Last 100 shown. Expand all images
>>
No. 599568 ID: 879a42

>>599561
An explosive one, an electric discharge one, and a burst of cold. Pretty standard, covering each of the offensive elements of destruction.
>>
No. 604757 ID: cee02c
File 141678402236.png - (802.58KB , 833x530 , what.png )
604757

(Theres three more panels after these five, but im not done with them yet)

"what."
>>
No. 604758 ID: cee02c
File 141678410905.png - (939.76KB , 823x543 , the.png )
604758

"The."
>>
No. 604762 ID: cee02c
File 141678418413.png - (0.99MB , 825x557 , FUCK!.png )
604762

"FUCK!?"
>>
No. 604785 ID: cee02c
File 141679127363.png - (1.74MB , 820x1126 , fight3.png )
604785

You barely manage to dodge its hand when it tries to grab your head, slamming your axe into its leg as you duck past. Unlike the others this Draugher is both fast as a snake and totally focused on killing you, you need to get some breathing space Fast.

Running over to the Raised dais you turn and pour as much fire on the creature as it struggles to stand.
>>
No. 604896 ID: 01745f

Keep burning; he'll run out of undeath-juice eventually.
>>
No. 604927 ID: d3be40

Open the treasure chest, grab anything that looks like it deals real fucking damage, and use/cast/throw upon the giant fucking zombie!
>>
No. 604941 ID: fee736

>(Theres three more panels after these five, but im not done with them yet)

5 panels posted, still 3 more to go in this update.

That said, this isn't the game; time isn't going to pause while she fiddles with inventories. Trying to loot a chest in the middle of a fight is a good way to get yourself killed.
>>
No. 604966 ID: 2ec61a

>>604941
except, without an inventory screen she can just throw it open, grab a sword out of it, and start moving in like 2 seconds.
>>
No. 604967 ID: cee02c

ooc. Its 5 panels now, fortunatley these have taken bearly a tenth of the time of the others, might even get them all posted in one day XD
>>
No. 604970 ID: cee02c
File 141683960378.png - (2.13MB , 1158x834 , fus.png )
604970

The flames eagerly consume the creatures dried, ancient flesh, setting it alight like a blazing torch, you thank the lady that you managed to destroy the thing before it could do anything Why is it looking at you like that...

"Fus."
>>
No. 604978 ID: 534cc4

Fus, what the hell? Might as well shoot it while its standing there.
>>
No. 605005 ID: 07a835

Prepare to get knocked on your ass.

(psst return the favor and FUS him yourself. Wait, I forget if you need to kill a dragon before you can FUS)
>>
No. 605036 ID: c34cda

>>604970
The fuck did he just call you?!
"FUS"
dude did just swear at you?
Fuck him, swear him back!
>>
No. 605037 ID: 534cc4

>>605005
(Yeah need a dragon soul.)

(In the game he doesn't have the word fus, he just has ro, and da, which makes you stumble. Assuming memory serves, not that it matters in this quest.)
>>
No. 605050 ID: cee02c
File 141686898497.png - (1.87MB , 1245x822 , Rodah.png )
605050

"RO DAH!"

The force of the creatures bizarre ability blast's through your fire, slamming into you like a hammer blow and sweeping you off your feet.
>>
No. 605063 ID: 2ec61a

ouch, next time something does something you don't understand, assume it's hostole and DOOOOOOOOOOOOOOOOOODGE
>>
No. 605065 ID: 9ddf68

future note: in the future whenever you are in a fight and the enemy starts saying something in a strange tongue that I don't know the meaning of, assume it's a spell meant to do bad things to me and do everything in my power to either dodge the spell or stop the caster from finishing. Also ouch

Well he might still be alive seeing how undead never know when to stay dead so try and get back on your feet and make sure he isn't coming to finish you off.
>>
No. 605187 ID: 534cc4

Roll with the landing, then heal yourself assuming its now dead from the fire.
>>
No. 605213 ID: cee02c
File 141688291158.png - (4.74MB , 1070x2318 , fight5.png )
605213

[suggestions open once more]

You tuck yourself into a ball and attempt to roll with the landing, fortunately the rocks behind the platform are relatively smooth and you manage to avoid any broken bones.

You manage to get your breath back just in time to see the Draugher, now very much on fire and severely Pissed, leap from the shelf with its sword raised in a double handed chop, ready to take your head clean off when it reaches you.
>>
No. 605217 ID: 2ec61a

throw knife to foul it's aim and DOOOOOOOOOOOOODGE
>>
No. 605220 ID: 07a835

>>605213
Dodge, get out a health potion and drink it to recover. Then you can... hmm. Can you do some acrobatic shit to get up somewhere it can't? Then you could just plink arrows at it until it dies. Otherwise I suppose you could just keep running away and occasionally applying fire until it burns to death. Keep near rocks you can duck behind in case it tries another shout. Also, confined spaces are your friend here because it is using such a large weapon. It won't be able to swing properly if there's not enough room.
>>
No. 605226 ID: 9ddf68

uh so if I recall correctly our spells were
Candlelight
Healing
Healing hands
Spark
Fire
Frost
Calm
Fear
Courage
Fury
Clairvoyance
Muffle
Lesser ward
and Rally
well shit, none of those really help you in pushing that thing away. Oh well roll to the side to avoid sword to the face and find something to hide behind and use healing to freshen yourself up a bit. then burn him some more, find some cover, and then reequip your bow and fire some arrows into his face... or at least his legs so he can't chase you around the room and we can just hide behind a rock or something as he burns to redeath.
>>
No. 605235 ID: 07a835

>>605226
Well, Muffle could work if he loses sight of us, as it would make it easier to sneak around.
>>
No. 605238 ID: 1730ba

>>605213
Get out of the way, and then attack before it recovers.
>>
No. 605244 ID: 534cc4

Sadly there is nowhere to hide, so I suggest backing up and strafing the thing while shooting arrows, after using a potion for healing since you should be low on mana.
>>
No. 605269 ID: 534cc4

You know what throw your axe and nail it in the face if arrows don't kill it.
>>
No. 605280 ID: fee736

DOOOOOODGE!

Run and heal and find terrain you can use to your advantage. Ideally somewhere you could use your bow from, but we're probably not going to be that lucky. Climbing is a gamble because we don't know how often he can use that ability, but might be worth it. If you could lose him, you could probably reengage on more favourable terms, but that's easier said than done.

On the one hand, frost should slow him and drain stamina, which is good. On the other, he's probably resistant, because nords and skyrim, and it'd likely put out the flame, which is less than good.

Playing keep-away and tagging him with magic when you can might work. Bow would be ideal but between the terrain and speed of our opponent we'd have to be careful to avoid being run down.
>>
No. 605286 ID: 534cc4

>>605280
I'm pretty sure undead heal from cold, or at least elder vampires do. In any case they are at least immune to it, so frost is bad in this instance.
>>
No. 605290 ID: 4f004c

If he's going to be falling at you, why not use that to your advantage? An upwards cut with the dagger should cause some pretty nasty damage combined with his downward velocity.
>>
No. 605337 ID: 945fb0

>>605290
attacking in melee seems like a bad idea right now seeing as he is kinda on fire.
>>
No. 605419 ID: eda819

>future note: in the future whenever you are in a fight and the enemy starts saying something in a strange tongue that I don't know the meaning of, assume it's a spell meant to do bad things to me and do everything in my power to either dodge the spell or stop the caster from finishing.
Words to live by. Don't let casters cast, if you can. And make yourself a moving target if you can't.

>Jump attack!
This is normally where I point out that opponents on balletic trajectories make nice targets, since dodging isn't an option. Unfortunately, that guy is close enough that you'll be cut in half before you can draw, aim, and fire. And I'm pretty sure it'll take more than one arrow to stop him.

Also inconvenient there's nothing handy to move under him to impale himself on. (No spear, no stalagmites, not even one of those tall brazier things you often see in dungeons).

>what do
Run. Stick close to the wall of the staircase- the stone will block him from being able to bring down his sword on you unless it's exactly tangent to the curve, which it's not going to be. Chug a potion, and try putting an arrow through him at range.

Maybe aim for the legs? If the main problem is his speed, taking out a joint or tendon could slow him down enough for you to maintain a safe range to pincushion him to death. (Well, assuming the condition of the body factors into how this kind of undead moves at all, which it may not).
>>
No. 607159 ID: 28d99b
File 141739969315.png - (5.65MB , 817x3458 , dunend.png )
607159

You leap to your feet and doge the downward swing, pulling your bow from your pack as you run, behind you the Draughers strike splits the stone and causes a large patch of frost to erupt on the spot where you stood.

Turning with arrows notched you let fly at the thing as it pulls itself to its feet and comes at you once more. Your first shot severs its arm, tearing at the now fragile bone and unleashing a burst of magical energy.
Your second shot shatters its collar bone, punching a large hole in its chest, Enraging it as it charges you.

You take aim and place your third arrow just under is chin, the force snapping the creatures head clean off and snuffing out the magic that kept it going. You watch as the creature crumbles to a flaming pile before you, You would say a prayer to the lady for its soul, but you feel that the beast lost it long Ago.
>>
No. 607163 ID: 28d99b

Dungeon Complete!
You have reached level three and may now level up magicka, health or stamina two times, as well as spend Two perk points.

Stats are now

Destruction 16
Illusion 21
Speech 64
Alchemy 20
PickPocket 20
Lockpick 56
Sneak 29
Light Armor 17
Archery 45
One handed 20
Two handed 16

All other stats are at 15.
(ill list available perks tomorrow for those not familiar with the progression tree. Good night yall!)
>>
No. 607172 ID: 07a835

>>607163
Whoops I completely missed that we had no bonuses to Destruction during chargen. I guess now we know what we're actually good at. Illusion, and that's it.

Go with a double dose of Health. Stamina doesn't really do much for our current build. Carrying capacity seems to be no issue, and have yet to do anything that uses stamina except for running around. Magicka would be a waste since we're not that great at magic yet. Maybe after some training. ...hang on, how does Health affect the quest considering it uses realistic damage?

Grab the first Archery perk... um... wait, most of these don't really translate into the quest. Hell, none of them do, since damage is realistic. Please advise.
>>
No. 607173 ID: 2ec61a

>>607172
more archery improves the distance we can reliably hit a target. for example, say we can hit a head at 20 meters 99% of the time with 40, but 50 extends it to 30 meters.
>>
No. 607178 ID: 07a835

>>607173
...well, sure, that's what skill does. What about the perks?
>>
No. 607207 ID: 3f0c1b

>>607163
Improve Stamina and Magicka, we used quite a bit of destruction this dungeon and we might was well improve what we are using.
>>
No. 607244 ID: 534cc4

The very first perks in the sneak and archery tree are just basic bumps in sneak effectiveness and archery damage respectively, although very decently sized bumps.

Considering these are essential things that Gwen uses and will use a lot, we might as well put some in these.

Stamina and magicka upgrades.
>>
No. 607247 ID: 534cc4

>>607178
Perks are various upgrades that apply to the skill trees, ranging from basic bumps in effectiveness to special traits that allow for special feats. For example, Misdirection is a pickpocket feat that allows for stealing weapons that peopleare currently eequipped with, disarming them or at least making them use a backup weapon such as a dagger instead of that enchanted war hammer you just stole.

Spell trees have special increases to spells and effects of those spells such as stagger n destruction spells or increased duration, and all spell trees have novice,apprentice, adept,expert, and master rank proficiency which allows for costing spells in the appropriate categories and schools for half magicka.
>>
No. 607253 ID: 07a835

>>607247
Dude I know how the game works. I am asking how the Archery perks would translate into the quest, seeing as how damage boosting doesn't make a lot of sense when realistic damage is in play, and there's no such thing as zoom or a critical hit.
>>
No. 607256 ID: d3be40

WOW. That's your sneak skill?

Well, you are an archer, so we can't nag very much - it's just that you wanted to be a thief when you grew up, so... yeah. You may want to do some practice, preferably on someone willing. Perhaps you can bribe a trader to let you attempt to steal items from him? Think of it as a gamble that you can train up! Or just increase your already high speech skill.

I suggest you use your perk points in one of the non-combat trees: you're going to need high-quality supplies and equipment before you can consider trekking out into new territory. Since you have a lot of points in speech, why not invest perk points in speech so that you can rake in the cash more quickly? Especially since you have all this sweet loot but need to sell it to buy food and shelter.

As for the two stat points, I suggest magicka and health. You're going to find that a lot of soldiers use what stamina they have quite well, even with a low stamina pool. You will need magicka to cast high-level spells and health to survive powerful attacks. Or, you could invest twice in health and charge into battles more easily.

(Lastly, is there some kind of pack mule, carriage, or horse with a satchel that she can purchase to loosen the load? Because bringing along allies just to use them like pack mules is insulting.)
>>
No. 607259 ID: 4c5cf2

>>607253
Yeah. That's why I'm not commenting on how to spend perks till the infodump.

I'd say increase stamina and magic, though. We ran low on both in this dungeon, I think.
>>
No. 607265 ID: 534cc4

Since I'm posting all sorts of stuff I'll say two more things,

1. For people that aren't familiar with the game, don't put any perk points into lockpicking, as increasing your skill ranks in it are sufficient to unlock master locks just fine, and the perks just increase the ease of unlocking which turns out to give underwhelming results, only the fast hands perk is useful which allows to unlock something and it can't be detected that you are messing with a lock, but enough sneak will remove that problem because with enough sneak, no even knows you are there, let alone fiddling with a lock.

2. It seems were making a thief mage hybrid that uses both archery and destruction for offense, so let me suggest something, we should pump illusion right along with destruction. There is a perk in the illusion tree down the line called silent casting, and its a stealth mages best friend. In addition to making all spells make no sound, they also dont produce any light, enabling stealth fireballs. You can quite litteraly throw an explosive fireball that produces a loud BLAM (you hear it anyway) that kills two people, but since no one hears it or can see it, you can stealth kill with explosives. Also since all the other spells are silent, you don't have to worry about getting detected when refreshing invisbilty spells and such, but I thought STEALTH FIREBALLS would be an awesome thing to have. (Yes I use them in game myself.)

Just my two cents.
>>
No. 607268 ID: 534cc4

>>607253
Okay, not everyone does though, I'll wait for the info dump before saying....
>>607244
>>607247
>>607265
....anything else.
>>
No. 607366 ID: fee736

I'd say increase health because more health is always good. Where to put the second, eh, no strong feelings; could go any way.


As for sneak, well, it *is* her fourth highest skill. But training.... Train it by *sneaking*, not stealing, or paying people to let you try mock-stealing(really, what sane merchant is going to help you figure out how to steal fro them?). Sneak around town(you're an adventurer, you have an excuse for practicing. Also hunting. Sneaking up on animals and 'cowardly bandits' so they can't run away(play that Nord angle, as sneak-attacking even bandits might not be respected)). Sneak around monsters like we did in this dungeon. Etc. If you're going to pay for stealth 'training' then pay for actual training; maybe that Khajiit caravan that was parked outside of Whiterun will have someone who could show you a thing or two?

Pickpocket... yeah, get real training. Or practice on bandits and the like who won't be conplaining to guards. But I think we have higher priorities.

And illusion being higher than descrustion... eh, it's only 16 vs 21; they're both kinda meh, I wouldn't really consider the 5 point difference that signifigant.


More damage probably just means you can make/land more damaging hits easier, but it's a good question, yeah.

The basic perk in most trees us usually just a damage boost or reduces magicka cost for the lowest level spells. Tho two prerks in archery could get us Eagle Eye; zoom for snipery snipness. One in destruction would cut the novice spells' magicka costs in half...

One thing to think about; Gwen has Alchemy 20. It'd be worth gathering ingrediants as she travels, even just whatever she comes across without spending time actually looking. Learning to make your own potions is really useful and profitible, but even just the ingrediants themselves can be worth a bit of extra coin.
>>
No. 607502 ID: bde7e5

Perks are listed here to avoid clutter
http://tgchan.org/kusaba/questdis/res/79051.html
>>
No. 607505 ID: 07a835

>>607502
Alright then I pick Quick Hands and 1st-tier Destruction.
>>
No. 607546 ID: 534cc4

Quick hands and archery., I'll swap my vote to that.
>>
No. 607560 ID: 3f0c1b

Well, Quick Hands is a must. Other than that Destruction might be nice to perk up.
>>
No. 607577 ID: fee736

Quick Hands seems kind of niche; it sounds nice, but it has very few applications.

The Sneak perk might be better, although we have to work on our sneak skill. Light armour(it sounds like we can take this one) and alchemy(incidently this skill would benefit from faster training from our theif birthsign if we use it) are also options.

Destruction is a must, however.
>>
No. 607691 ID: 4c5cf2

>perks
Archery and destruction.
>>
No. 607918 ID: fee736

>>607691
>Archery and destruction.

Hm. At first glance we do have all the archery perks we qualify for, but with archery 45, we could have up to level 3 of overdraw. We do have overdraw but it doesn't say if it's at rank 1, 2, or 3.
>>
No. 610056 ID: 235046
File 141807556430.png - (1.74MB , 825x1134 , dunend4.png )
610056

1/2
Sitting on some worn steps, you spend a few moments catching your breath, after all the effeort you put into getting through this place you feel like youve grown a deeper connection with destruction magick, a brief gout of flames proves this correct, as the fire drains your magicka far slower then it had done.

[Novice Destruction gained]

Your fingers feel oddly nimble too, most likely a side effect of the energy youve been sending through them recently. you now think you might be able to pull off the trick of picking a lock without looking like your picking it, a handy skill for getting out of sticky situations. You doubt youll ever actually need it, but then again you doubted you would fight a shouting zombie in a tomb, so best be prepared.

[Quick Hands Gained.]

You search the room and take stock of the items you've gathered on your way through the tomb.

One ancient Great-sword, seems to be enchanted with a frost spell.

The dragon stone. it seems to be a map of the region, not sure whats its marking though. The back is covered in more of those odd markings, unlike the ones on the wall however these dont glow blue and give you a headache..

One scroll of fireball
One tome of Flames

Twenty small gold tokens, you imagine this is what the people here used for money, the markings are very crude but you think its a bird eating a apple?

One potion of healing. its ancient but unopened these things keep for thousands of years.

Two silver rings, no enchantments

And One steel war pick, seems to be in good condition despite its age, the shaft seems to have almost fossilized with age and is now as hard as stone.
>>
No. 610059 ID: 235046
File 141807662651.png - (3.62MB , 816x2202 , dunend5.png )
610059

Once rested you head up the stairs at the back of the room, hoping there's a back way out or a balcony you can climb down, you really don't relish the idea of going All the way back through the tomb..

At the top of the stairs is a short tunnel leading to a plinth with a small pull switch on top, gingerly pulling it causes a section of the wall to slide away, revealing a tunnel lit by dim light.

Following it you find yourself standing on a small outcrop of rock before a large lake, mist rising from it and covering the forests as the day light fades behind the clouds.

You don't really know where you are, but you doubt its a safe place to be at night.
>>
No. 610064 ID: 687279

>>610059
Not safe... for most people. You're not most people. Check your map, you should still be around where the dungeon was. If you don't have a map, just go downstream. That'll lead you towards civilization, eventually.
>>
No. 610077 ID: d3be40

You have some time left to do random stuff. Practice magic by hunting mudcrabs, improve your archery by shooting butterflies, find random bandits and beat them to death with their own weapons (and practice using a shield). Keep grabbing stuff, finding stuff, and improving your skills until evening, and then find the nearest village and sleep at the inn.
>>
No. 610118 ID: 9ddf68

maybe use your healing spell to fix that eye of yours. As for where to go, I say follow the river. People usually build villages along them for water so there's a good chance you'll come across one, or at least a lumber mill. Once we do that we can find out where we are.
>>
No. 610245 ID: 1f2a28

If you need to make camp right now, you can probably just back up a few steps, close up the passageway and be safe. All the draugr are dead [probably] and anything that would have been hostile would be conditioned to stay out of this area by the undead and their violence.

There are even pitch-fireplaces or something, the things that keep burning for thousands of years. This last chamber is almost perfect for a safe camping spot if you can't figure out where it comes out.

Speaking of which, this place seems pretty terrible for keeping something in if there's just a lever to get out.
>>
No. 610246 ID: 4c5cf2

>You don't really know where you are
Well the mountains should be pretty good landmarks. You haven't gone that far. If you pay attention to the skyline, you can figure out which side of the mountain you're on relative to your initial approach.

>you doubt its a safe place to be at night
Where's the sun? Is finding a safe place to spend the night needed, or do you think getting back to town is possible?
>>
No. 610912 ID: fee736

She knows the roughly where she is. She has a map. ...and there is a large lake with an island in it just sitting there in front of her.

Figuring out where we came out shouldn't take 5 minutes. I don't even have to remember where that dungeon comes out to know where she is; that lake is a pretty unique landmark. Just follow the shore left to the lake end where the river that flows down to the city originates, cross where you want, and you're on the road to Riverrun.

The issue with being in the wilderness at night isn't that we can't defend ourself, it's that we have to sleep, and unless you want to wake up with your head in the mouth of a giant spider(which I always seem to run into in this area), that means having someone stand watch... except we're alone so that's not an option. Which means going without sleep until we get somewhere we can sleep without getting jumped.

....the dungeon behind us might actually be a workable solution, but... eh.

Should be a ruined/sunken tower along the north shore(where we are) that's infested with hostiles. Could clear that out and make camp. There's also a birthstone on the island, which should be a fairly safe place to camp, but the we'd come out wet and the slaughterfish can make the trip annoying. Local hunters and fishermen may also have a camp nearby we could share.

Alternatively, we could press on to riverrun.
>>
No. 611994 ID: 6ccd7d
File 141866476770.png - (3.49MB , 827x1712 , kittydov.png )
611994

A brief check of your somewhat worn and slightly inaccurate map reveals that the lake before you is most likely the one that feeds the river running through riverwood, it should be no more then a half hours walk away.

As you follow the river banks you heal your self with a few blasts of your healing spell, refreshing you back to full health. In no time at all you have reached the cross roads outside of town, your dilemma about shelter has now become a simple choice whether to bed down in town or to head on towards whiterun.
>>
No. 612000 ID: db83ac

Town. You've been through a lot, you may want to sleep in and rest up. And possibly make friends with everyone in the inn.

On your way, practice sneaking in the forest. If you can get through the forest undetected, that would be great practice!
>>
No. 612002 ID: c9f2af

>your dilemma about shelter has now become a simple choice whether to bed down in town or to head on towards whiterun
Well, that depends.

How long would it take to walk to Whiterun, what time is it, and how tired are you after heading through that dungeon?

If you can't reach Whiterun before dark, or you're tired enough that travel would be a frustrating, or that you'd be in serious trouble if you ran into a serious problem on the road, you should crash for the night.
>>
No. 612005 ID: 9ddf68

think there is an inn in town, so might as well get a good night's rest in before taking off to Whiterun tomorrow morning. Also see if the store in town has some health potions you can buy. While you can heal yourself it never hurts to have a backup.
>>
No. 612018 ID: bb78f2

Yeah, girl, let's hit up the Riverwood Inn and general goods shop.
>>
No. 612345 ID: fee736

She already has 4 healing potions; one from the dungeon and 3 she bought in whiterun.

Hmm. Well, if we intend to spent a while in the province, it couldn't hurt to learn more about it and it's people, and if we have a reason to journey here again.

Let's stay the night(unless we can reach whiterun before dusk and without being too tired to fight soundly), hit up the inn to socialise and see what's going on in the area, maybe look into hitting up the smithy and general store to lighten your load if you can get a good price for your loot, and make sure there haven't been any more dragon sightings in the area. I wonder if those extra guards have arrived yet?
>>
No. 612467 ID: 2f4b71

>>612018
Also a Barber's. Because damn.
>>
No. 612917 ID: 482c6a
File 141892483946.png - (2.30MB , 827x1142 , kittydov3.png )
612917

You make a mental note to head to the barbers once you reach whiterun, you can hrdly approach the jarl looking like a monster gave you a broadsword haircut.. even if that's exactly what happened..

You decide to head to the store to unload some of this stuff and restock before heading to the inn for a bed, despite the late hour you find the door unlocked and head inside to find a flaming row going on between a man and a woman.

Woman: Well on of us has to do something!

Man: I Said NO! No Adventuring, No theatrics and No thief-chasing!

Woman: Well what are you going to do then!? Huh? Lets hear it!

Man: We are Done talking about this! we.. oh. .a customer, i dont know what you over heard but were still open for business.

"Is everything alright?"

"We had a bit of a.. well a break in, we still have plenty to sell however, they where only after one thing, a golden ornament in the shape of a large claw. by now its been melted down or pawned off somewhere.. Still lets not let my woes get in the way of things, are you here to sell or buy?"
>>
No. 612918 ID: 687279

"Oh you mean this thing?"
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No. 612923 ID: ea0ad9

Well... You happen to have found that claw when looking for another item, so you may as well return it.
>>
No. 612929 ID: 185cb8

>>612918
Best answer.

Don't try to pawn it back to them, just return it.

If they ask how you came by it, well, their unfortunate thief made some poor decisions in the ruins you were exploring.
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No. 612932 ID: 2ec61a

when asked how you got it tell the truth. the idiot ran afoul of a Draugher and got his head cut off.

not sure you are the greatsword type. meaning selling it to him would be a good idea. one of the treasures the claw was guarding.
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No. 612943 ID: bb78f2

"Oh, well, here you go. All those thieve's are dead now. Killed by dragur, traps, spiders, and Khaijiit arrows. Found this on one of their body's up in that Barrow place."
>>
No. 612952 ID: fee736

"Blessings of Dibella; I encountered what must have been that very same theif in a barrow not far from here on a mission from the Jarl's wizard to retrive something that might enlighten him to the recent destruction of Helgan by a dragon; felled by a draugr. The claw - here, it's yours, of course - the claw was the key to combonation lock to the final chamber there. Without it... surely the divines directed him to take it there that day, as the Lady guided me to return it." - but rewritten with a better speechcraft skill. :p

Seriously that's a hell of a coincidence; theif steals the claw and only the claw, takes it to where we need it and dies right in front of us, all but handing it to us (*and* tripping a hazard so we wouldn't be blindsided by it as he was); the key to retriving the tablet the Jarl's wizard needs to help understand/fight the returning dragons. Then upon exiting the barrow we just so happen to walk directly to the claw's rightful owners in time to hear them mention their loss so that we might return it.

If you believe in the supernatural as our kitty does, that's about as close to explicit divine intervention as you get. We're here to return the claw, even if we didn't realise it before now.
>>
No. 613012 ID: c58974

[While i finish up the next bits, wich may take a little while as this guy has a Shit ton of stuff for sale, ive thrown a thing up on the disc thread for what hairstyle you want gwen to eventually get, go nuts :P ]
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No. 613020 ID: 9ddf68

>you here to sell or buy?
both I guess.
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No. 614111 ID: b871d7
File 141929806847.png - (2.29MB , 828x1129 , dovahshop.png )
614111

"I dont know anything about a golden claw, but i did recently acquire a ornate back scratcher"

You say with a grin as you pull the claw from your pack, the storekeeper and his sister break into broad grins and clapping at the sight of it.

"You found it! how did you.. where did you?"

"A bandit discovered that running through a trap filled, draugher ridden dungeon is a very bad idea. I took out his fellow bandits on my way through the tomb so they wont trouble any other innocent traveler. That i walked in just as you where discussing retrieving it i attribute to the divines sense of humor."



"Well ill never forget this, youve done a great thing for me and my sister!"
He rewards you with 400 gold and throws open his store for your perusal
>>
No. 614115 ID: 9ddf68

so what's he selling?
>>
No. 614118 ID: 742b4a

>>614111
Do they have any enchanted gear? Or a better material hand-axe? We have four healing potions now so we don't need more of those. Maybe a stat buff potion for the next boss fight?
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No. 614121 ID: b871d7
File 141929915575.png - (1.31MB , 1121x843 , somuchswagicanteven.png )
614121

The items for trade are frankly dizzying in there variety, Foodstuff and potion, Gems and Pelts, Magical clothing and Hide armor, Hammers and Daggers And Swords oh my!.

for the most part its no better then your present equipment but a few things do seem useful..


Items below are useful/improvements over current equipment.


Steel akavri sword: 323 gold

Circlet of minor magika: 887 Adds 20 points to magika.

Iron arrow, 13 of. 2 gold each

Lockpicks 16 off. 4gold each

Novice mage robes, ALteration ,destruction and conjuration. 1000 each.
Reduces magic cost by 12% and increases mana regen by 50%

Grand soul gem (Full): 1011 gold

Greater soul gem (Full): 707

Spell tomes.
Clairvoyance: 101 gold (Illusion)
Frostbite: 95 gold (Destruction)
Fury: 87 gold (illusion)
Lesser ward: 91 gold (Restoration)
Oakflesh: 89 gold (Alteration)
Raise zombie: 99 gold (Conjuration)
>>
No. 614127 ID: 742b4a

>>614121
We already have all those spells! I don't even think we can learn any new ones and be able to cast them.

Replenish your arrow supply.
Get 6 more lockpicks, bringing us to 10 I believe.
>>
No. 614128 ID: 534cc4

Hmm... Clair voyance and oak flesh are good spells, nab them, arrows, and lock picks.
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No. 614134 ID: bb78f2

Hmm, that akaviri sword is tempting for a collection.
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No. 614154 ID: 9ddf68

buy arrows and lock picks. always helps when you can take down a foe without him ever touching you and you can never have enough lock picks.
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No. 614194 ID: 1ae57f

Man, big scarf and tiny haircut sure frame your head weird.

Also, don't forget to pawn junk that you can't / won't use.
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No. 614328 ID: 20e221

[fyi after selling the items you dont need, broadsword, war pick and gold tokens and so forth you get a total of 1400 gold to spend]
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No. 614466 ID: 76eb68

Is the Broadsword the enchanted Draugr weapon? We should keep it, so we can learn the Frost enchantment. But all things considered, what enchantments does Gwen even know? I don´t think that was ever mentioned...
That being said, Clairvoiance and Oakflesh are good spells you do not have yet, then maybe a couple more arrows. If theres one thing you can never have enough it´s arrows. And maybe some more Lockpicks.
Would be nice to buy the circlet, but i doubt we have enough money
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No. 614472 ID: db83ac

Buy any and all spell tomes that you can afford. Sell off any junk equipment that you don't need.
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No. 614510 ID: 2c8dad

>>614121
Steel Sword all the way, cleave the dead in two!

Get some arrows and lockpicks for when you don't want to be stabbed, too.
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No. 614619 ID: 20e221

[Ok so well get the Sword, the arrows and the lock-picks, youll still have 1013 gold left over if you want anything else. if not ill continue]
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No. 614641 ID: 20e221
File 141938704132.png - (2.19MB , 811x1134 , dovahshop8.png )
614641

There is so much on offer that your a little overwhelmed, but you restock on arrows [13 iron arrows gained] and purchase 10 lockpicks, you also trade in your axe for the akaviri sword, giving it a few swings as you leave the shop, it feels odd in your hands, far lighter then the blades you've wielded before. It's lack of weight makes it feel a little flimsy, but if the history books are true then this blade is capable of cleaving a iron shod warrior in two in the hands of a skilled blademaster.

Pocketing the remaining 1013 gold you head to the inn and rent a room, giving a short prayer of thanks to dibella before flopping down on the furs like the majestic train wreck you are.

You drift off into sleep.

[End of thread one! the next post will start the new thread, feel free to suggest dreams and thing's in this thread until the new one starts, i might make a little interlude thread if i think i can spin stuff from the dreams :) ]
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No. 614644 ID: 276ab8

part of me wants to think a silly dream with that pendant bouncing after her, but it's huge and will crush her so she has to run away from it...
Another thing that might come up is something where she shoots that Ulric dude in the face, and the first arrow goes through his head, then the next goes right into his forehead, before 'rewinding' into a nick as Fus Ro Dah echoes about...
Or maybe of something with Dibella, not sure what there...Maybe these can mix together into something but I don't quite have enough cleverness for that atm.
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No. 614655 ID: bb78f2

Vampire fights/nightmares that she ultimately succeeds. Riding a dragon. Romantic threesome with Aela and Vilkas. Leading a sweet rock ballad in the middle of Whiterun.
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No. 614675 ID: 29a8fc

A Vague deam Perhaps? A dram about flying would fit. First part is just flying in an empty Space. Second is Gwen seeing herself flying and dediciding to catch herself. The chase, first somewhat lighthearted becomes more vicious. It ends there, with her waking up reliefed for not beeing catched and on the same time incredibly frustrated because Gwen couldn't catch herself.

Yes, the idea comes from Lokhan and the idea, that he is his own demise/counterpat/nemesis.
Thought it would be vage enough.

But no matter what, flying should be a part of the dream.
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No. 614749 ID: 5f402f

Alternate histories. Dreams of what could have been, with different choices.
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No. 614751 ID: 9ddf68

she dreams of her childhood in the orphanage, where she is just a little girl again with all her friends. Bet the days past in seconds and before our eyes we see all of them growing into the adults they are today and see them walking off towards there destiny/ where they ended up in life and leave us all alone with only a single path for us to travel, our path in life. As we walk down it we will see many possible futures (us as the leader of the companions, leader of the dark brotherhood, thieves guild, chosen avatar to a daedra, ect.) and at the end of the path we see a mighty fortress, and from it's formidable looking walls we hear singing in a language we have never heard before but feels familiar, like it is something we've always known but somehow forgotten. And standing over this fortress is a Massive shadow that one could argue looks like a massive dragon that covers not only the mighty fortress in it's own bleak shadow but also all the land seen around it. And as Gwen stares at this beast it stares back and then with a monstrous shout that prices the sky it screams DOVAHKIIN. That scream wakes Gwen and before she can recall what the dream was about it slips away from her as the rising morning light breaks the horizon.
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No. 614768 ID: 742b4a

Dream of going to Masser.
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No. 614854 ID: 3f0c1b

Whatever dream happens, M'aiq the Liar should show up and be wonderfully meta about any complaints we might have had. Wait have we had complaints yet? Hmm... maybe I didn't think this through.

For something less silly, have fus be written, in dragon of course, almost all over the dream. It happened recently and basically forced its way into our mind.
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No. 614856 ID: 2ec61a

dream of being at a party being hosted by Dibella herself.
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