Showing posts with label Cracked Tusk Keep. Show all posts
Showing posts with label Cracked Tusk Keep. Show all posts

2019-07-08

Always Lost, Always Hopeful (11) Is It Right?



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SPOILER INFO
This fanfic novel is based on the events that occurred in an actual game of Skyrim I played. Therefore, it inevitably reveals a lot about the game.
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previous day






4-201-08-27 06:23
Dead Man's Drink, Falkert, Falkreath, Skyrim



I dreamed about a mysterious place further west. It's called Arkngthamz and it's some kind of a very ancient ruin. I don't remember much, but it looked very cool. We must go and try to find it one of these days.

I have a nice bath with my followers and feel ready to move mountains. Most likely, though, it'll be sufficient for me to climb some today.

When we have returned to the taproom, Lydia asks suddenly: "Why are you suffering alone?"
"Huh?"
"I'm talking about the way you looked last night. Aren't we here to give you all the support we can? Everyone feels downcast sometimes, but that's what friends are for – to help each other get over such moments."
Jenassa cuts in: "Or if you want an objective reason, then we are less effective as a battle unit when our leader is being eaten up by something and keeping it all inside herself."
"No I don't," I reply. "Want an objective reason, I mean. You are right, of course. Thanks, Lydia. I'll keep it in mind the next time."
"Good. Now tell us what happened."
I roll my eyes and cast a quick glance at Vera. She is doing an excellent job keeping a straight face – and probably holding her breath.
So I tell them, but the ensuing discussion I cut short decisively. We have work to do!

We head west, towards that Knifepoint Ridge bandit camp the jarl mentioned yesterday. First, though, we come across the ruins of a small tower:

Turns out there's a bandit stronghold behind it. This is not the one we're looking for. It is called Cracked Tusk Keep and has a beautiful view.

"I know what you were going to say earlier," I tell Lydia when our group is having a little rest and taking in the sights. "It was not my fault Miles was married. I couldn't have known."
"Now you have a hold on him," says Vera roguishly.
"No, Vera, I am not going to betray him to his wife. It was me who seduced him."
"You make it sound like it was impossible for him to refuse sex."
"I'd most certainly like to think so," I say without a hint of irony.
This gets Vera to blush and shut her mouth.
I stand up and give a sign to get going.

Knifepoint Ridge is further northwest in a rather secluded location. We have to bypass some mountains and then climb higher and there it finally is. The fight is tough. Me and my followers end up victorious, but we were lucky that all the bandits didn't attack us at the same time.

The following picture shows the nearer part of the camp just before we attacked. I asked Bardslayer after the battle to go back in time and take this picture for me. He wouldn't do something like that before the battle.
view of a bandit camp in the midst of a spruce forest from high above
Note that there's one man left of the two target boards, one on the platform further left,
and one in front of the fence on the right. They're diligent, I have to give them that.
Of course, these are just lookouts. There are more structures and bandits behind them, outside the picture.
We are crouching behind that huge rock between the men on the left and in the middle.
In fact, I think one of us's head is showing when you look from this height.

When the battle is over, it's a little past noon and the weather is lovely. We attacked these bandits on Jarl Siddgeir's orders, so we'll have to report to him, but there's no point in returning to Falkert (which is to our east) so early. We head north instead, to look for the hunter Valdr who got lost together with his buddies.

Along the way, we discover the camp of two other hunters, nice men who buy some of our loot. Nearby is a town called Northkeep. It's not very big, area-wise, but it has stone buildings and impressive fortifications. I locate the smithy and succeed in improving our gear a little bit. I feel I'm becoming increasingly confident at smithing.

I sell some loot in shops, but then I don't want to hang around. We have a couple of hours of daylight left, so we hurry in the direction Valdr is believed to have been headed.

We find him not far from the town in front of a cave called Moss Mother Cavern. Valdr tells us his two companions were killed by spriggans – humanoid-looking creatures who protect trees. Valdr himself is seriously injured.

After I have cured him (more or less), he wants to enter the cave and kill the spriggans to avenge his friends. I insist he stay where he is. I go in with the girls instead.

Bardslayer has told me that spriggans are not evil. They attack you only because they perceive you as a threat to their trees, and they're not intelligent enough to understand you aren't. That's why I have to leave spriggans alone whenever possible. This case is regrettably an exception, because otherwise that stubborn fool Valdr would get himself killed. I'll have to destroy spriggan life to protect human life. Although in this case both are equally too dumb to see reason.

The cavern is extremely beautiful and has a nice pond. We find the two dead humans, and we kill a bear and three spriggans in a very tough fight. I can't understand if I'm getting lax or I'm simply too slow. Luckily, I've found a magical amulet that increases my health.

cavern with light in the distance, brown dead spriggan lying on the ground penetrated by several arrows
A dead spriggan. When they're alive, they're green and have a very beautiful glow. I'll try and get a picture for you someday.

It gets dark while we're returning to nearby Northkeep. I certainly want to travel a little further east today – to that Little Vivec village. They will surely have a place where we can sleep. So we just rush through Northkeep. Still, I can't help striking up a conversation with a man named Boldon who suspects there's a vampire who is killing people in the vicinity of Northkeep. I promise to look into it, but not tonight.

We follow the road southeast and soon arrive at a watermill called Half-Moon Mill. It's kept by a woman called Hert. She offers us some refreshments and a little later she and I somehow end up walking outside, just the two of us. Hert is married to a man named Hern, but he is away all the time finding buyers for their timber, and she feels so lonely, yet she loves him and would never betray him with another man.

I get the hint. In fact, I found Hert strangely fascinating the moment I laid my eyes on her. She is taller and stronger than me and really good to talk to. And very intelligent. And I just want her.

I'm profoundly happy by the time Hert and I return to the house and I tell my followers we're ready to leave now. They are even decent enough to not ask me any bawdy questions for the rest of this evening.

Just short of where Little Vivec is supposed to be, there's another, quite large village called Aurora. It's got an inn. I'm exhausted. All I can think of is sleep. The inn has very inviting beds to offer, covered with hay and animal skins:  ;-)




next awakening






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2019-06-14

General rehearsal game, hours 25..28



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SPOILER INFO
This story follows closely my actions in an actual game, so it's inevitably a spoiler.
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previous part


I wanted to sell as much as I could before going into (near-)wilderness. In order to pass the time until the shops would open, I broke into a house and stole some cash and food and ingredients. After selling all I could, I noticed I was sleepy. In order not to waste a whole day, I slept only 4 hours. Then I had a bath and we headed southwest.

slender woman stands facing two big men, bar counter in the background
I feel kind of safer in Stenvar and Vorstag's company, you know. They are sometimes a nuisance in combat,
getting ahead of me and blocking my shots. Most of the time, they are very helpful, though.
They are efficient and strong enough not to get killed easily, so I don't have to take care of them.

We discovered a house which was apparently a part of the mod Beggar Prince . Its author is one of those who just gives you all the lines available, without bothering to check if you are actually supposed to know anything about all those things you say. Apart from which, I was able to pick up a lot of free stuff in the house which is just not right. But it doesn't matter as I had already decided that I would switch off Beggar Prince  for my main game anyway.

We discovered the village of Pinewood and spent the night there. Then we went further southwest along the road and reached the edge of the explorable world. Going clockwise along the edge, we found a couple of buggy caves created by Falkreath Hold Extended . In one of them, the cave entrance would take you into a completely dark space where you couldn't go anywhere. By turning in various directions and pressing W , you would eventually end up outside again.

Here is some scenery from southwestern Falkreath:

I decided to use the remaining time to find out if me and my boys can take on a bandit camp which I knew would be there somewhere. We found it and approached it very conveniently from above. Now, I guess I forgot to tell you, but recently I altered the parameters of the Sense of Smell  special power. In order to make it less cheaty, I decreased its range from 250 to 100. I also decreased the duration from 120 to 20, because it's really very annoying to have to wait for the glow to disappear in order to take screenshots, and no one would ever need it to last for 120 seconds anyway. As for the distance, 100 is just about perfect. It spares you the utter confusion in dungeons, but in the open there's a good chance that the enemies will discover you before you discover them, so you no longer have this huge unfair advantage you used to have. (Mind you, distance 100 doesn't mean 100 Skyrim distance units. I don't know which units that parameter uses. Maybe it's 100x10 or something.)

Back to the current assault. I had a perfect shooting spot overlooking the camp, but unfortunately it was too far for the Sense of Smell  to detect the enemies. A delightful challenge, an opportunity to exercise my tactical thinking! I sneaked slowly closer (as well as lower) until one of the enemies detected me, and when he began to move, I was able to see him with my physical eyes and kill him with a number of shots, and then I killed another one. We had to descend all the way to the ground in order to get the remaining two. They kept looking for us, but we stood there in stealth mode and eventually they gave up. Then we sneaked in and my boys killed them while I was watching their backs. It was awesome.

There were a couple of doors. I was about to go in, but then I noticed I was past 28 hours of the real-world playtime which I had planned for this rehearsal game. So that particular challenge will remain unsolved in this life.

This is it. The general rehearsal is over. I have gained very valuable experience and after a few final adjustments I will start the real game – starting in Helgen, the vanilla opening. I can't stress enough how excited I am.

Thank you for being with me so far. My report of the real game shall be written in a different style and I hope it will be much better than this one.



next part: my final mod configuration