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File 127825981016.png - (1.16MB , 1366x768 , 1.png )
203072 No. 203072 ID: e4e9c3

[Brief quest, cos I'm bored, and software trouble is keeping me from Visionquest. You get one life. Die, and its over. Use it wisely!]

You wake, stirred from sleep by the sun as it rises through the high window of your cell.

Your spine aches from the cold hard slab that functions as a bed, and your right foot feels numb, apparently having had the blood flow cut off to it as it hung over the slab's edge.

Choose an action.
Expand all images
>>
No. 203073 ID: c2c011

>>203072
Ask the guards if it's dinnertime yet.
>>
No. 203076 ID: e4e9c3
File 127826039135.png - (1.03MB , 1366x768 , 2.png )
203076

>>203073

You get up and stretch, before wandering over to the door of your small cell. There don't appear to be any guards around, however, there is a dark elf in the cell opposite, who notices you and begins to talk.

"Never seen your kind around here before. What the hell are you?"

Hm. Good question.
>>
No. 203077 ID: c2c011

>>203076
Northern Khajit! Which is pretty much like a normal Khajit only with thicker fur, and bigger claws as well as some extra muscles and focus on being an ambush predator.
>>
No. 203079 ID: 6a5a08

Argonian! Disease and Poison resistance.
>>
No. 203080 ID: e4e9c3
File 127826090533.png - (1.67MB , 1366x768 , 3.png )
203080

Races:

Akaviri Tsaesci
Argonian
Brachyuran
Breton
Chimer
Chocolate Elf
Dark Elf
Demon
Demora
Dryad
Gold Draconis
Golden Elf
High Elf
Ice Elf
Imperial
Isma
Kattai
Kajiit (Cathay, Cathay-raht, Ohmes, Ohmes-raht, Suthay, Tojay)
Kitsune
Leporidan
Mystic Elf
Night Elf
Nord
Orc
Redguard
Silver Draconis
Soqui
Sun Elf
Wolf Elf
Wood Elf
Zombie (Mild, decaying, mutilated, Argonian, Elf, Imperial, Kajiit, Orc)

Choose a race for description.
>>
No. 203082 ID: e4e9c3

Oh, pick gender and age, too.
>>
No. 203083 ID: 6a5a08

Male Argonian, 26.

Color: Light Blue.
>>
No. 203088 ID: c2c011

>>203080
Male Silver Draconis with a focus on unarmed combat and sneaking around. Shit will have their backs broken by our stealth punches.
>>
No. 203094 ID: c2c011

>>203088
Oh and 26 works as an age.
>>
No. 203096 ID: e4e9c3
File 12782618297.png - (1.68MB , 1366x768 , 4.png )
203096

Argonian: This reptilian race, well-suited for the treacherous swamps of their homeland, have developed natural immunities to disease and poison. They can breathe underwater and are good at picking locks. Due to a magical incident involving three small silver daggers, a rat, a pumpkin, and a very drunk mage, your scales are of a light blue shade, and glow slightly.

Silver Draconis: The offshoots of pairings between Dragons and Mer (elves). Extremely rare, with superior strength and natural magical abilities.
>>
No. 203100 ID: e4e9c3

Would you like:

Argonian, 26, Special: Magically Altered
Or
Silver Draconis, 26, Special: None
>>
No. 203107 ID: 6a5a08

Mutant Argonian!
>>
No. 203116 ID: e4e9c3
File 127826261861.png - (1.85MB , 1366x768 , 5.png )
203116

The circular, two dimentional representation of a table of values has decided the vote.

Mutant Argonian Chosen. Please insert name.
>>
No. 203119 ID: 6a5a08

Lannon Glow-Scales.
>>
No. 203121 ID: 6a5a08

(Also, try increasing Complexion maximum to the right, I wanna see if you made him blue a certain way. If you did, his entire body will glow)
>>
No. 203124 ID: e4e9c3
File 127826316863.png - (1.83MB , 1366x768 , 6.png )
203124

Name Chosen.
Complexion and skin tone adjusted for maximum glow. (I assume thats what you wanted?)
>>
No. 203127 ID: 6a5a08

Oh, he still has a mustache. Not that you can really see it from a distance. Yeah, that's pretty much what I had in mind.

Anybody have any complaints? I kind of took over.
>>
No. 203130 ID: a76809

>>203127
I'm good, but just checking, we will be a thieving, murdering, psychopathic argonian when the situation allows, yeah?
>>
No. 203132 ID: 6a5a08

Oh of course. We'll play it safe in the beginning, play the goody two shoes, make them all trust us, but know that once our power is at its fullest, we will Rule The World With An Iron Fist!
>>
No. 203133 ID: a76809

>>203132
Safe? But that collection of dudes right across the river when you get out of the swer/dungeon are weaksauce easy if you use terrain to isolate them, and Argonians can be sneaky as hell. They are pretty much always my first stop to pick up free armor/trade goods before hitting the imperial city.

So we could START with some psycopathic action, so we can behave politely in town, our 'fix' recently had.
>>
No. 203134 ID: f95872

>Oblivion
>we will be a thieving, murdering, psychopathic
Of course
>>
No. 203136 ID: e4e9c3
File 127826459678.png - (0.99MB , 1366x768 , 7.png )
203136

[Choice confirmed.]

[What you do, is up to you. Remember, music is the weapo- OHWAITWRONGGAMEAHAH. But yes. Your actions will determine who you are.]

[Incidentally, I have over 250 mods running, most of them for realism or difficulty increase. Things -will- be different from Vanilla Oblivion. Just a warning. :) ]

You look down at your scaled hands for a moment, and wonder how this Dunmer could not have seen an Argonian before. Then again, your glow may make him believe you are something else.

The dark elf slings a few casual insults your way, before drawing your attention to the sound of approaching footsteps.
>>
No. 203137 ID: 6a5a08

Technically, those are bandits, so we'd be doing a Good Karma act, not a psychotic murderous one.

Yeah, I always go there first too. I just make sure to brutally murder a guard, then run away with his silver longsword to kill the ghosts in the ruins, then raid the entire thing and get a fortune's worth of glowy stones and bandit/necromancer loot to sell for good starting equipment.
>>
No. 203139 ID: 6a5a08

Flip off elf-face then back away from the door.
>>
No. 203142 ID: e4e9c3
File 127826533773.png - (1.62MB , 1366x768 , 8.png )
203142

You gesture rudely at the elf, who snarls and retreats into the darkness of his cell. As the footsteps approach, you decide to do the same.
You move back to the small table in your cell, near the window. Judging by the footfalls, there must be about 4 or 5 people approaching. You can smell at least one Redguard, and catch several snipets of convosation.

"My sons... They're dead, arn't they?"
"We don't know that sire. The messanger only said they were attacked."
"No, they're dead, I know it."
>>
No. 203144 ID: e4e9c3
File 12782655765.png - (1.54MB , 1366x768 , 9.png )
203144

The now clearly female voice responds.

"My job right now is to get you to safety."

Suddenly the entire troop stands before your cell door. You can see two guards, and a third person just out of sight.

"What's this prisoner doing here? This cell is supposed to be off limits."

The other guard, the Redguard whose approach you smelt, responds.

"Usual mixup with the watch, I-I..."
>>
No. 203146 ID: e4e9c3
File 127826581256.png - (1.72MB , 1366x768 , 10.png )
203146

The female says: "Nevermind, get that gate open.", before turning to you. "Stand back prisoner, we won't hesitate to kill you if you get in our way."

The Redguard also addresses you.

"You! Prisoner! Stand aside. Over by the window. Stay out of the way and you won't get hurt."

Choose an action.
>>
No. 203147 ID: 6a5a08

Bow politely and move over under the window, in the shadowiest corner of the room, looking ominous and glowy.
>>
No. 203148 ID: e3f578

punch through the wall and establish a different way out of the dungeon.
>>
No. 203149 ID: c2c011

>>203146
Do as they say. They seem like important people and they're well armed. People won't ask any questions if they cut you down in your cell.
>>
No. 203151 ID: a76809

>>203147
Bow with a toothy smile, no less.

But yeah, get out of the way, multiple guards+unarmed prisoner means we do NOT want to dick around. Combat is best approached by killing your foe before they even know what's up, and this is not at all a favorable situation.

SO: Psycopathic murdering=no
Polite, cordial civility and compliance=yes
>>
No. 203161 ID: e4e9c3
File 127826709577.png - (1.63MB , 1366x768 , 11edit.png )
203161

[Goddamn tabs screwed me up. Reposting in this thread. Ignore the other one. -_-' ]


You back away to the area beneath the window, bowing your head respectfully. You do, however, give the wall near your bed a weak punch, and confirm that it is solid stone.

The two guards file into the room, with a third guard remaining by the cell door. A richly clothed, ancient looking man follows the pair in, before stopping and staring you in surprise.

"You... I've seen you. Let me see your face."

He approaches.

"You are the one from my dreams."

Wait, is he hitting on us?

"Then the stars were right, and this is the day. Gods give me strength."

The old man begins to ramble on at length. Apparently he is Emperor Uriel Septim, currently being hunted by assassins, and is escaping via a secret route through your cell.

Wait, what was that last bit?
>>
No. 203162 ID: 6a5a08

Ask why we're in here.
>>
No. 203165 ID: e4e9c3
File 127826759433.png - (1.98MB , 1366x768 , 12.png )
203165

The old man blames the gods for your current predicament, but tells you that your crime does not matter.

Oh sweet. Pardoned by the emperor. I wonder if I can get him to give back that silverware I took...
>>
No. 203166 ID: 6a5a08

Ask if you can join his party.
>>
No. 203167 ID: e4e9c3
File 127826803863.png - (1.94MB , 1366x768 , 13.png )
203167

You ask the emperor whether you may follow him, but he brushes you off!

"You must find your own path. Take care, there will be blood and death before the end."

With that, he turns away. The female guard presses a portion of the stonewor- Damnit if I had aimed just a little lower I would have opened the passage!

The slab drops into the ground, and the wall swings open slowly, revealing a tunnel.

The Redguard looks to you.

"Looks like this is your lucky day. Just stay out of our way."

Oh... Ok. So we can follow, I guess. Just as well, too, as the third guard locked the cell door after entering the room.
>>
No. 203169 ID: 6a5a08

Take the stuff from on the table then follow a little ways behind the group. Also, stick your tongue out at the Dunmer.
>>
No. 203171 ID: a76809

>>203169
Nah, table stuff is worthless, wait for an inevitable assassin strike on the emperor (if he's fleeing assassins through a prison cell, they are rather clearly close), and get ARMOR, WEAPONS, and those delicious implements of killing.
>>
No. 203172 ID: e4e9c3
File 127826875292.png - (2.16MB , 1366x768 , 14.png )
203172

You grab a few pieces of tan cutlery from your table, and as an afterthought, the bones lying on the floor of the cell.

You then proceed to follow the group at a distance through the dark tunnel. After a few turns and a staircase you move into a better lit area.

Suddenly, a group of armoured men jump from the sides of the room and attack the guards! You hang back, hiding behind a pillar with the Emperor. The guards quickly dispatch the assassins, but not before the female is killed by their blades.
>>
No. 203173 ID: 6a5a08

Loot the corpses. Not like they need the stuff anymore.
>>
No. 203175 ID: c2c011

>>203172
Loot the body. You need weapons and armour if you are to make it through the night. And if you manage to get out you might be able to masquerade as one of the blades and get free bitches or something.
>>
No. 203177 ID: e4e9c3
File 127826915121.png - (2.15MB , 1366x768 , 15.png )
203177

As soon as the combat ceases, you move in. As the guard's regroup around the emperor, you proceed to loot the corpses. Unfortunetly, the armour and weapons used by the assassins vanished into smoke on their deaths, so you ignore them. But the fallen female has a very nice pair of swords, which you quickly grab.

[Combat info: In addition to vanilla Oblivion combat, you can throw almost any item, with heavier ones causing more damage; Dual-weild; Shield/weapon punch; and attempt to flip/roll out of the way of attacks.]
>>
No. 203179 ID: 6a5a08

Those dudes look magey, loot them for potions and stuff, then Dual Wield them swords.
>>
No. 203180 ID: c2c011

>>203177
Cool. Ok, get your shiny new sword out and keep to the shadows. If anyone tries to fuck around we stab them from the shadows.
>>
No. 203183 ID: e4e9c3
File 127826996477.png - (950.21KB , 980x768 , 16.png )
203183

The group wanders off, talking about something which you are too busy looting to hear. The nearest assassin is wearing a blue robe, with some odd looking tentacled thing on the front. After a breif search, he is found to have a potion in a belt-pouch. Neat.

This done, you decide to give your swords a bit of a test swing. Grabbing the shinier one in your right hand, you find that it is near-impossible to keep your grip on the left one, as the curved blade keeps catching on the other. Your frustration is short lived, however, as you're suddenly bitten on the ankle! You turn to see a pair of HUGE rats, viciously leaping at you!
>>
No. 203184 ID: 6a5a08

Stabbity stabbity stabbity!
>>
No. 203185 ID: a76809

>>203183
stabbity stabbity while backing into a corner, so those stupid rats can't jump past you and evade blows.
>>
No. 203186 ID: e4e9c3
File 127827049220.png - (1.41MB , 1366x768 , 17.png )
203186

You listen to your inner child, and stab the crap out of that rat! The second one, however, is leaping around, dodging your blows. You solve this by throwing one of the random bits of junk you picked up earlier at it, and slicing it to ribbons while it's stunned.

A glorious victory! You gained 2 exp!

You take the oppertunity to look the rest of the corpses, finding one more potion, before heading towards the door.

Which, apparently, the Redguard locked behind him.

Damnit.

There is, however, a hole in the wall to your right, large enough for you to pass though. On the other side, you can see dirt, dust, and.... is that a well?
>>
No. 203187 ID: c2c011

>>203186
Go through the hole and ready stabby one and stabby two for some more stabbing.
>>
No. 203188 ID: 6a5a08

Find Skeleton.
Loot Skeleton.
Kill any rats you see in the cave room.
>>
No. 203191 ID: e4e9c3
File 127827107281.png - (1.35MB , 1366x768 , 18.png )
203191

You creep into the cave, noting a large chest in an acclove to your right. after doing a circuit of the room, and disposing of the only remaining rat, you know there is also a dead goblin, a skeleton, another chest, a well, and lots of dust in here.

You proceed to loot the skeleton finding a good supply of arrows, a worn looking bow, some leather armour, a dagger and a few coins.
>>
No. 203192 ID: 073838

put on the armor and check the chest.
>>
No. 203193 ID: 6a5a08

Pick lock on chest, then loot everything that can be looted.
>>
No. 203194 ID: e4e9c3
File 127827171534.png - (1.41MB , 1366x768 , 19.png )
203194

You loot like crazy, giggling madly while doing so. Equipping the shield you find means you only have one pointy thing, but means less bitey things, so thats fine.

You use the lockpicks you find on the skeleton to open the chest, revealing some gold! Yay!

Your super-looting has given you enough experiance to level up! However, this can only occur once you exit this dungeon.
>>
No. 203196 ID: c2c011

>>203194
Well then lets get out of this fucking dump. Sneak onwards brave murdering thief.
>>
No. 203197 ID: 6a5a08

What do those rings do? Did you remember to get the scrolls from the goblin?
>>
No. 203200 ID: e4e9c3
File 127827249656.png - (969.92KB , 1366x768 , 20.png )
203200

Hm? Oh, those. Not sure. We stole them from a merchant some time back when we were younger. No matter how many times we've tried to get rid of the things, they always seem to come back... Its actually a pretty convient way of making easy money.

We've got the scrolls, as well as everything else we could possibly remove from this room. Apart from the dust.

Onward through the do- Oh, its locked... I'm sure I picked up a key somewh- Ah, there we go. Onward!

[Sleeptimes! Back tomorrow if I'm bored again.]
>>
No. 203206 ID: c2c011

>>203200
Onwards trough the door and the adventures awaiting us on the other side of it!!!
>>
No. 203342 ID: 479c7b

and so goes the tale, as skuttles von lizenstein ascended to legend.
>>
No. 203570 ID: e4e9c3
File 127832284763.png - (213.02KB , 1366x768 , 21.png )
203570

You open the door. On the other side you see yet another dusty room, filled with rubble and rocks. On the opposite side of the room you notice a rat digging about in the dirt. It doesn't seem to have noticed you yet.
>>
No. 203573 ID: c2c011

>>203570
Get out the bow and give the little fuck an arrow up the ass.
>>
No. 203574 ID: e4e9c3
File 127832447977.png - (699.33KB , 1366x768 , 22.png )
203574

You sheathe the blade, drop the shield, and try your hand at a bit of archery. Turns out that you're not too bad, getting the rat on your first shot! You retrieve your sheild and look around the room, spotting another chest, and a passage leading further into the tunnels.
>>
No. 203575 ID: c2c011

>>203574
Open and loot that chest!
>>
No. 203576 ID: e4e9c3
File 127832520468.png - (733.08KB , 1366x768 , 23.png )
203576

Done and done! You find, among other things, several pieces of iron armor. You combine them with your prison-rags to form a makeshift sack, and chuck everything in. That done, you turn to the next tunnel. Looks kinda creepy... And there is an unpleasent smell wafting up through it.
>>
No. 203579 ID: c2c011

>>203576
Get out the sword again and cautiously sneak forward.
>>
No. 203592 ID: e4e9c3
File 127833053989.png - (1.00MB , 1366x768 , 24.png )
203592

You draw your blade once again, and sneak down the slope. Suddenly, a trio of rats darts towards you from the shadows, fleeing from- OHGODSITSAZOMBIEHELP!
>>
No. 203594 ID: c2c011

>>203592
Crap looks like it has spotted you. Throw firebolts and it and then pull back if it's still standing.
>>
No. 203595 ID: e4e9c3
File 127833158132.png - (1.11MB , 1366x768 , 25.png )
203595

FLAMINGZOMBIES AAAAAAAAAAAAAAH!

*You retreat to the top of the tunnel's slope.*
>>
No. 203601 ID: 6a5a08

Throw bones at the zombie!
>>
No. 203602 ID: c2c011

>>203595
Let him taste some more fire and then throw some random crap at him to make him fall down. Once he's down chop the fuck into small pieces.
>>
No. 203603 ID: e4e9c3
File 127833320234.png - (956.79KB , 1366x768 , 26.png )
203603

WE CAN'T GET THE BONES OUT OF OUR PACK OH GODS ABOVE WE'RE GOING TO D-... Oh. Oh, ok. It's attacking the rats.

We have a few seconds before it turns to us again, what do we do?
>>
No. 203604 ID: 6a5a08

Just let the rats weaken it first. Then shoot fireballs until it gets close enough for stabbity stabbity or re-dies.
>>
No. 203605 ID: 6a5a08

Also shoot fireballs at it while the rats are attacking it, that's smarter than what I said before.

And quite freaking out, it's just a walking corpse. How can you hope to face the undead hordes of the Necromancers if you can't even take on the zombie in the starting dungeon? Man up you psychopath!
>>
No. 203607 ID: e4e9c3
File 127833450322.png - (964.77KB , 1366x768 , 27.png )
203607

You prepare to fire a volley of fireballs at the struggling zombie...Which promptly drops dead before you can so much as wave your hand. Huh.

The rat got it.

Hmm.

Yes, well.

Who do you think you are telling me to man-up, brain? You're in my head and you'll do as your told!

*Self-awareness increased: 1/7*

The rat seems to be ignoring me, focusing on the now still corpse. The other two fled past me, for the shadows of the room behind.

What now?
>>
No. 203609 ID: 6a5a08

Slaughter them for exp! And if possible keep one as a pet.
Possibly using that Partner Ring... sounds like something ti would do.
>>
No. 203611 ID: e4e9c3
File 127833541129.png - (1.57MB , 1366x768 , 28.png )
203611

You find the two rats cowering near the door you entered by, and quickly fireball them into ashes! You didn't notice before, but rats seem to pop when you fireball them. Hm.

You decide to make the stongest rat, the one that killed, or rekilled, or whatevered, the zombie, your pet. Sliping the ring onto your finger doesn't seem to have any obvious effect, until you approach the rat. As soon as it notices you, it turns tail and runs!

Well, better than being bitten, I guess.

You follow it down the tunnel. There is a fair amount of rubble on the ground here, and it seems lighter, too.
>>
No. 203612 ID: 6a5a08

Notice hole in ceiling.
Figure out that is where the zombie came from.
Move on before another zombie tries to eat your brains. and flesh.
>>
No. 203613 ID: e4e9c3
File 127833628854.png - (1.26MB , 1366x768 , 29.png )
203613

What ho- Oh. Good work brain. So thats where the zombie came from...

I can't hear anything moving up there, but I'd best move on, just in case. Besides, there's no telling how long that zombie will be down for...

What should I do?
>>
No. 203614 ID: 6a5a08

Follow Mr. Rat for now, he seems to know where he's going.
>>
No. 203616 ID: e4e9c3
File 12783372342.png - (673.99KB , 1366x768 , 30.png )
203616

The newly named Mr Rat leads you around the corner, and down a second slope into another dusty room. This one is quite dark, and as you consider lighting one of the torches you picked up, two new rats leap out of the shadows at you!
>>
No. 203617 ID: c2c011

>>203616
Cut them down to ratsteaks. Little fucks have to learn who is the boss around here.
>>
No. 203618 ID: 6a5a08

Block with shield, stabbity with sword!
???
Profit!
>>
No. 203620 ID: e4e9c3
File 127833909389.png - (960.25KB , 1366x768 , 31.png )
203620

A few simple slashs ends the two rats struggles. Mr Rat keeps his distance. After their corpses still I look about the room. Although most of the room is draped in shadow, there is a chest nearby, beneath another hole in the ceiling. The tunnel also continues a short distance away.
>>
No. 203623 ID: 6a5a08

Equip your torch and loot the room.
>>
No. 203627 ID: e4e9c3
File 127833984830.png - (1.63MB , 1366x768 , 32.png )
203627

You light the torch with some difficulty, then proceed to loot the chest, finding two more potions.

Mr Rat runs off at the sight of the flame, so you turn to follow him to the next room. It appears brightly lit, with the area be-GAH MY FOOT! DAMN RATS! Three of them approach, and one has already given your ankle a good gnaw.
>>
No. 203628 ID: 6a5a08

UNLEASH THE WRATH FO THE FIRE GOD!
>>
No. 203629 ID: 6a5a08

And also typos.
>>
No. 203634 ID: e4e9c3
File 12783426356.png - (2.00MB , 1366x768 , 33.png )
203634

"Burn, ya damn rats!"

The foul stench of burning rat flesh fills the cavern as you fling fireballs wildly at the vermin. Mr Rat is terrified by the noise, and cowers in a small acclove. The other rats are not so cowardly, charging bravely forward to their deaths.

You're not sure if there's a god of fire, but if there isn't, there should be.

After the smoke clears, you investigate the room. There appears to be a large pile of random junk in the middle of the room, comprising of bones, a dagger, some fresh food...

Wait, what?

Looking above you, you can see sunlight filtering down a long, barred shaft. The wedges of cheese and lettuce must have fallen from somewhere populated...

There are a few crates in the room, and a pair of chests, along with yet another tunnel.
>>
No. 203635 ID: e4e9c3

[Sleepytimes again. More soon.]
>>
No. 203637 ID: 6a5a08

Take the dagger and any other useful objects from the room, then eat some food, and give Mr. Rat some food to calm him down.

Also, WE will become the God of Fire, one day. That will be our goal to work towards.
>>
No. 203643 ID: c2c011

>>203634
Loot the shit out of the room. Then proced to the next one.
>>
No. 203665 ID: 6a5a08

Make sure to cast some Minor Heals as well, you've got a few rat bites that I'm sure are quite painful.
>>
No. 204884 ID: e4e9c3
File 127858188160.png - (2.08MB , 1366x768 , 34.png )
204884

You proceed to loot the room, grabbing the small number off food items littered on the floor, as well as an iron warhammer, shield, and helm. You notice, however, that the weight is beginning to become too much for you. Should you drop anything?

[Going over the maximum carriable weight will encumber you, causing your fatigue to constantly fall by an amount depending on your level of emcumberance. At low encumberance, this effect is minimal, and merely slows your normal fatigue regeneration. At greater levels of emcumberance, you may find yourself completely fatigued in a matter of seconds. When fatigue hits 0, you fall to the ground, unable to do anything other than discard items from your inventory. It should also be noted that increased encumberance blurs your vision, making it harder to attack accurately, and also applies severe penalties to your Agility and Speed.]
>>
No. 204885 ID: 81f81a

drop the hammer.
>>
No. 204886 ID: e4e9c3
File 127858203642.png - (1.66MB , 1366x768 , 34a.png )
204886

[Current inventory Part 1]
>>
No. 204887 ID: e4e9c3
File 127858212492.png - (712.47KB , 630x768 , 34b.png )
204887

[Current inventory part 2]
>>
No. 204889 ID: e4e9c3
File 127858255628.png - (688.70KB , 632x768 , 34c.png )
204889

[Current Inventory Part 3]

[Note that some items, (Partners Ring, Partners warp ring, UV Arena Compatibility Ring, Guide to personalizing better cities, Unnessecary Violence, Guide book, Options, Deadly Reflex, RGO config, Sex diary, and a few more at the bottom I have not shown) are added by mods for customization in game. They have no real effect as in game items, other than some of them being sellable/dumpable, which shall be done as soon as we find a merchant.]

[The "Create Fiery Arrow" Item is similar, it doesn't actually exist, but allows our scaled friend to set fire to a few iron arrows if so he choses, which will provide a light source wherever fired, as well as causing a small amount of extra damage to foes. Note that he must have a valid source of flame to make use of these, and that his "Flare" spell will take time to cast in combat if used to light them.]
>>
No. 204890 ID: f80af7

Dump the iron cuirass as well, since you're not wearing it.
>>
No. 204891 ID: 81f81a

yeah, drop the hammer. it's too heavy for something you wont use.
>>
No. 204893 ID: e4e9c3
File 127858444031.png - (1.54MB , 1366x768 , 35.png )
204893

You drop the iron warhammer and curaiss, instantly removing enough weight to move around easily once again.

After healing yourself with magic, you attempt to give Mr Rat some cheese. Mr Rat, however, is far too busy quaking in terror to do anything else, and seems reluctance to move from his corner of the room.

You wander over to the only remaining chest in the room, only to find it locked quite well. You have nine lockpicks currently in your possession.

What do you do?
>>
No. 204894 ID: 81f81a

with 9 picks vs 3 tumblers i think we can crack it open easy. go for it.
>>
No. 204897 ID: e4e9c3
File 127858522223.png - (1.53MB , 1366x768 , 36.png )
204897

After a few attempts, and the snapping of four lockpicks, you manage to get the chest open, finding within a pair of torches, and 20 gold. Neat.

Mr Rat seems to have snuck towards the next tunnel while you back was turned, and flees at speed as soon as you approach. You keep up with him, breifly fireballing a rat which leaps from the shadows, and reach a split in the path.

Mr Rat seems to be heading for the far tunnel.

Whadaya do?
>>
No. 204903 ID: c2c011

>>204897
Mr Rat has been a good guide and a faithful companion. Lets keep going after him.
>>
No. 204904 ID: e4e9c3
File 127858781073.png - (1.65MB , 1366x768 , 37.png )
204904

You decide that Mr Rat has not lead you wrong yet, so you decide to follow him down the left passage. After a short distance, you realise the two paths head to the same location anyway. After decending another ramp, and igniting another rat, you reach yet another room, this one apparently empty. There is another tunnel, which Mr Rat is heading towards.

[Two things to note: Firstly, if you have any questions about how this is going to work, you should ask them -before- the end of this tutorial dungeon, though of course some questions will have to wait till class/birthsign is chosen, and I will explain any additions to the current system if they are implimented, buy mods or otherwise. On top of this, things will become significantly harder after this dungeon is complete. Secondly, If you think something may have been missed, either a secret passage, enemy, traps, loot, or anything similar, roll a d20 and to search the room. Searching can only be undertaken when not in combat, but may reveal any of the above. Also note that things may appear in the screenshots, which may not nessecarily be noticed by our glowing friend. Pointing these out requires no roll.]
>>
No. 204907 ID: c2c011

>>204904
Check if there is any loot behind that pillar before going onwards.

[How viable is a hand to hand assassins with all these mods?]
>>
No. 204911 ID: e4e9c3
File 127858961118.png - (1.83MB , 1366x768 , 38.png )
204911

You move around the pillar, but do not immedietly notice anything of interest. From your new vantage point, you can see further down the tunnel, noticing that it is well lit, though the source of the light is unknown.

[Quite viable, actually. There are mods in place to make hiding after an attack possible, though difficult... Another improves guards, meaning that if one guard knows you commited a crime, that every other guard in the world will NOT automatically think you a criminal. (It's confined to each town, I believe.) You can wear guard armour as a disguise, and have various punches, kicks, and I think a grappling method at your disposal. As well, punches now cause more damage to fatigue than they do to health, meaning you can knock out foes without killing them outright. All in all, its far more viable than Vanilla Oblivion, but not too overpowered.]
>>
No. 204913 ID: c2c011

>>204911
Onwards into the tunnel and after Mr Rat then.

[Hmm, sounds like a monk type of class could be pretty fun then.]
>>
No. 204918 ID: e4e9c3
File 127859414426.png - (1.98MB , 1366x768 , 39.png )
204918

You begin to head down the tunnel, but as you do so, Mr Rat turns back, running back the way you came from. Hm.

Should we leave him be? Or maybe make him try to follow us?

Or maybe watch him go pop?
>>
No. 204925 ID: e2020c

>>204918
Rat is delicious. Take the catch
>>
No. 204927 ID: e4e9c3
File 127859735276.png - (1.52MB , 1366x768 , 40.png )
204927

Mr Rat has outlived his usefulness, you decide. A quick fireball ends the rat's existance, the acrid smell of burning hair once more filling the air. As a momento, you gather some meat from his corpse, possibly to serve as food, should you be unable to find any beyond your current supplies.

This done, you turn, and head down the next tunnel.
>>
No. 204929 ID: e31d52

==>
>>
No. 204931 ID: e4e9c3
File 127859943370.png - (1.66MB , 1366x768 , 41.png )
204931

After a few twists and turns, and yet another exploding rat, you enter a twisted cavern. There is a multitude of mushrooms here, and up ahead, the wall of the cave is lit by firelight...

[Sorry for slow updates, thunderstorm here.]
>>
No. 204932 ID: 6a5a08

Loot a mushroom, then see what's all around.
>>
No. 204937 ID: e4e9c3
File 127860109458.png - (1.92MB , 1366x768 , 42.png )
204937

You pick one of the nearby mushrooms, then move forward. Something catches your eye, and you turn to the right to see...

A skeleton- No, wait, two, as a pair of skulls grin in the light of your torch. There also appears to be yet another chest here.
>>
No. 204939 ID: 6a5a08

Shiny gems! Gather them to fund your campaign!
>>
No. 204941 ID: e4e9c3
File 127860243892.png - (1.54MB , 1366x768 , 43.png )
204941

You spot a gemstone among the bones, and quickly move to pick it up. It appears to be a ruby, though not one of the finest quality... You also find a number of gold pieces, a pair of lockpicks, and a silver goblet, all of which you pick up.

The nearby chest is luckily unlocked, and contains a trio of potions, which you add to your collection. This done, you turn to look at the source of the light.

A small fire can be seen, glowing brightly in the murk of the cave. A large number of bulky looking objects appear to be hanging from ropes leading to the ceiling, though you are too far to yet see them in any detail.
>>
No. 204947 ID: 6a5a08

Put away the torch and sneak over like the stealthy Argonian you are.
>>
No. 204949 ID: a76809

>>204941
Put away torch, not that in general, roughly spherical white objects are either stones or skulls, and in the case of hanging from rope, they are almost always skulls.

Get ready for ye shanking, or use of ye bow, whichever you feel more comfortable with, as where there are trophies like that, there is usually someone who MADE the trophies.
>>
No. 204954 ID: e4e9c3
File 127860752092.png - (1.02MB , 1366x768 , 44.png )
204954

Realizing that the objects are skulls, you quickly snuff your torch out in the dust, and creep forward, hand on the hilt of your blade.

You are soon close enough to see the skulls in detail, as well as another patch of mushrooms.

The fire seems recently lit, with the logs within only just beginning to turn to ash... However, you cannot see anything that may have done so... Till you notice large footprints in the dust.

How do you proceed?
>>
No. 204956 ID: 6a5a08

Sniff the footprints!
>>
No. 204960 ID: c2c011

>>204954
See if you recognize the footprints.
>>
No. 204964 ID: e4e9c3
File 127860896832.png - (876.32KB , 1366x768 , 45.png )
204964

Relaxing your grip on the blade, you move closer to the floor, investigating the footprints. The large, mishapen things hold faint traces of a repugnant odour, but not one you recognize. However, with your closer inspection of the floor, you notice a clean path through the mess of dust, as though something was dragged. The path smells strongly of rat, and a few dried droplets are visible on the stone.

The final set of footprints, overlaying the other tracks, seems to lead through the nearby doorway.
>>
No. 204965 ID: 6a5a08

Sneak forth sneakily through the door.
>>
No. 204967 ID: e4e9c3
File 127860968278.png - (776.81KB , 1366x768 , 46.png )
204967

You crawl through the doorway, wincing as the rusted hinges squeak and squeal in protest. On the other side, the tunnel dips sharply downwards, before turning.

As you reach the bottom of the ramp, you notice a collection of broken crates and barrels to your right, but your move towards them is halted by a sound to your left. Turning, you see an odd, green skinned creature, shambling along...

With a moments thought, you recognize it as a goblin, and quickly connect it to the footprints from earlier.

It doesn't appear to have noticed you yet.
>>
No. 204968 ID: 6a5a08

Sneak attack fire ball for massive damage!
>>
No. 204977 ID: e4e9c3
File 12786113493.png - (1.40MB , 1366x768 , 47.png )
204977

Heheh. Fire solves all problems!

You throw a quick fireball at the goblin, and watch as...

It shakes in surprise, and turns around, charging towards you with a gutteral scream. It reaches out with long, claw-like nails, and dives for your throat...

Before the second fireball incinerates it.

Huh.
>>
No. 204978 ID: f95872

>>204977
Shit, we're gonna need some bigger fireballs.
>>
No. 204979 ID: c2c011

>>204977
Looks like we need more bang here. Get out ye blade and sneak forth sneakily. We have some goblin fucks to stab through the back and kill before they notice we're there.
>>
No. 204980 ID: 6a5a08

Raid his campsite!
>>
No. 204981 ID: e4e9c3
File 127861263628.png - (1.10MB , 1366x768 , 48.png )
204981

You draw your blade, and creep further along, passing the goblin's corpse and a few more mushrooms, before noticing more light ahead. Turning a corner, you come to a small campsite, complete with fire, chair, a crate as a table, and the absolutely foul stench of cooked rat.

There appears to be a few alchemical items on the crate, and a number of nooks and cranies around the walls of the cavern.
>>
No. 204982 ID: 6a5a08

Experiment with alchemy. Worst that could happen is more glowing!
>>
No. 204985 ID: e4e9c3
File 127861405723.png - (1.03MB , 1366x768 , 49.png )
204985

Hmm... Perhaps I could make something with this...

You sit down, swear, and adjust your tail, sit again, and grab the ingredients and the nearby bottle, noting the small skull scratched into the glass.

Using the mortar and pestle, you begin to mash up the ingredients, and quickly produce a poison that appears similar to the one you found.

Hmm. I could use some of the food for potions, if I wanted... But then I might go hungry...

[Sleepytimes, back soon.]
>>
No. 204988 ID: 34470e

>>204985
Does that one trick where you sneak at that one place where you're higher than the king and his men are and lets you max out your sneak level?
>>
No. 204991 ID: e4e9c3

>>204988
Caught me just before sleep. Heh, no. Nice try though. But I've got a mod on which gives overall exp, same as most RPGs, rather than skill specific exp. You get to allocate points into skills when you level up, and skills that your class/race are good at naturally require less points. Exp is via completing quests, reading books, killing enemies, and several other actions.
>>
No. 204992 ID: 6a5a08

>>204991
Wait, so jumping around while we travel, slinging fireballs everywhere =/= exp?
>>
No. 205064 ID: a76809

>>204991
Do the mods remove the crazy level scaling of enemies where you eventually find glass bandits everywhere?
>>
No. 205102 ID: 6a5a08

Search the Goblin Campsite for more loot and money and stuff!
>>
No. 205147 ID: e4e9c3
File 127864880537.png - (840.52KB , 1366x768 , 50.png )
205147

>>204992
Yup, no exp for fireball spam, running around, or any of the typical Oblivion ways of cheap leveling. You want to level, it takes work. ;D

>>205064
I think so... Its kinda hard to keep track of what all the mods I have installed actually do, but I'm reasonably sure that they don't have levelled armour/weapons. However, they have improved AI, weapons do about 2.5x vanilla Oblivion damage, and lots of bandits have crossbows. Crossbows take twice as long to load and fire compared to a normal bow, and cannot be loaded while moving/running/sneaking, depending on your marksmanship. (Higher marksmanship = Less restrictions.) Note that a single crossbow bolt WILL kill you in ONE HIT, unless you're a reasonably high level, and have a hellva lotta armour on.

You search around the campsite, grabbing a few pieces of crispy rat flesh as you wander past the fire, before spotting a chest hidden in one of the acloves ajoining the chamber. Though locked, the lock seems of inferior make, and you manage to open it without breaking a single pick. Inside, you find two more torchs, and twenty gold pieces! Neat.

You turn to wander down the tunnel to the next cavern, but after a few turns, stop, as you spot another goblin in the distance. This one is facing you, but doesn't seem to have noticed you yet...
>>
No. 205152 ID: 6a5a08

>>205147
Is it 1HKO if we shield block?
>>
No. 205157 ID: e4e9c3

>>205152
Not sure, actually. I always opted for the "OHSHITHIDEBEHINDATREE" method, myself. Though I suppose a shield will let you live, with a portion of health remaining. I'll give it a test run once we're out of the dungeon. For referance, the average damage on a crossbow is about 26, while a normal bow is about 8. The bolts are also improved, at about 14 damage, with normal arrows being 6-ish. All of the numbers above depend on the quality of the weapon, of course, and unique/enchanted weapons are always a factor to consider. But basically, crossbows HURT.
>>
No. 205161 ID: 6a5a08

So... basically, get behind cover until they have to reload. Until we get the legendary Enchanted 100% Chameleon Armor And Ring Set and the Dagger of Unfathomably Powerful Firestorm, of course, at which point we shall be the God of Fire.

Or we could die before then.


Well, I'd say fireballs haven't failed us yet, so why should they now. Just watch out, he might have backup.
>>
No. 205175 ID: e4e9c3
File 127865256833.png - (892.86KB , 1366x768 , 51.png )
205175

>>205161
Perhaps now is a good time to mention that enchanting and spellmaking costs are greatly increased? :D Though the mods I've added to include a varity of custom spells, and becoming the God of Fire may actually be possible, with some work.

Remembering that the goblin from earlier required two fireballs to take down, you quickly fire off your first round. For a moment, the goblin is stunned, but quickly charges towards you... Right into the second fireball. It staggers backwards, and begins to fall... When suddenly something huge and spiked hits it from behind, flinging the now-dead goblin forward.

The corpse falls into the dust, as two more spiked objects strike the first. After a few loud cracks and clangs, the three of them come to a standstill, swaying gently on whatever it is holding them to the ceiling.
>>
No. 205301 ID: c2c011

>>205175
Oh, traps. Sneak forward while keeping a watch out for anything that might trigger more traps.
>>
No. 205306 ID: e31d52

See if you can disable the trap.
>>
No. 205340 ID: 6a5a08

Loot the corpse, then proceed cautiously past the spiked objects which, despite not moving anymore, may hurt you should you come into contact with them and bump them so they move again.
>>
No. 205346 ID: e4e9c3
File 127868890686.png - (0.96MB , 1366x768 , 52.png )
205346

You creep carefully forward, and notice a broken tripwire lying across the ground near the goblin's corpse. The three spiked objects, which you now see to be logs with rough metal pyrimids attacked, hang from chains hooked to the ceiling. As far as you can tell, the tripwire released the logs from somewhere near the ceiling, causing them to fall into the unfortunte goblin.

A short distance away, you can see a standing torch, and another tunnel.

Whadaya do?
>>
No. 205347 ID: 6a5a08

Search for traps!
>>
No. 205354 ID: e4e9c3
File 127869103789.png - (0.96MB , 1366x768 , 53.png )
205354

>>205340
Gah, missed that. >.>

After doublechecking the room for traps, and finding nothing but dust, you quickly loot the corpse of the goblin, finding a few coins and a fresh-looking bear pelt. Sliding carefully around the logs, and checking the rest of the room, you find little of interest, and so continue down the passageway.

After only a few steps, you come to another cavern, with a passage leading to the left. A large bonfire is instantly visible in front of you, and a pile of logs (the non-spiked kind) can be seen in the distance.
>>
No. 205356 ID: 6a5a08

Equip and draw shield and sword, sneak into passage to the left, behind the pillar of stone. If there is an enemy, kill it, if not loot anything you find.
>>
No. 205358 ID: e4e9c3
File 127869170246.png - (337.08KB , 1366x768 , 54.png )
205358

You decide to take the left passage, drawing your blade in case of danger. After a few steps, you realise that it rejoins to the rest of the chamber, circumventing the bonfire.

You cannot see anything that could be dangerous, but the shadows grow deep up ahead...
>>
No. 205359 ID: 6a5a08

flash torch for a moment to see what's up, utilizing the magical power of the ~ key to decrease chance of being seen.

Don't think too much of that, the one beyond the screen will know what to do.
>>
No. 205362 ID: e4e9c3
File 127869285919.png - (1.45MB , 1366x768 , 55.png )
205362

You pull out your torch, and... Wait, what the hell is that squigly line? The one behind the screen? What?

*Self Awareness Increased! 2/7* *At 7/7, the protagonist realizes that you are not part of his thoughts, and may become harder to influence.*

You shke your head for a moment, to clear the odd thoughts circulating in your brain, before lighting your torch briefly. The shadows flee to reveal a table, with various items sitting upon it, including another chest. There is also a basket resting on one of the table legs.
>>
No. 205364 ID: 6a5a08

Put away the torch and loot that shizzat. Stealthily.
>>
No. 205368 ID: e4e9c3
File 127869392180.png - (701.28KB , 1366x768 , 56.png )
205368

You jab your torch downward into the dust, snuffing it out instantly, and creep forward. You quickly grab the objects you saw on the table, picking up two coins and accidentally nicking yourself on the dagger before finding the hilt. You then try the chest, and though it takes you more than a minute to find the keyhole, once your pick is in, you easily unlatch it, grabbing at it's contents and stowing them away into your sack.

This done, you turn out of the tunnel, and look towards the logpile, noticing a number of broken barrels nearby.
>>
No. 205373 ID: 6a5a08

Push the log pile over so it rolls down the hill, obliterating all that would oppose you.
>>
No. 205389 ID: e4e9c3
File 12786959063.png - (0.98MB , 1366x768 , 57.png )
205389

Oh you, and your OOC knowledge. Ah, well.

Haha! Yes! You decide to kick the logpile, giving up on stealth, and charging towards it! The sound of rattling wood echos loudly throughout the cavern, and quickly mingles with the screams of goblins. You look down the newly discovered slope, to see a pair of the creatures being crushed under the falling wood.

Huh.
>>
No. 205397 ID: 6a5a08

Stealth down there and search for more goblins. If there are none, loot corpses and any other stuff around the room.

Yay for looting!
>>
No. 205399 ID: e4e9c3
File 127869747455.png - (1.10MB , 1366x768 , 58.png )
205399

In the best traditions of You, the soon to be God of Fire, you steal everything that isn't nailed down. It takes some effort to remove the goblin's corpses from beneath the logs, but your efforts are rewarded.
A few arrows, a new bow, and some meat are gained from the goblin's corpses, while some coins, potions, and apples are taken from the nearby collection of chests and barrels. This done, you realise your new goods are weighing you down slightly, but managably. You turn to face the entrance to the next tunnel.
>>
No. 205400 ID: 6a5a08

Ditch the old bow, you have a better one now and it's just extra weight.

Then check for traps.
>>
No. 205403 ID: e4e9c3
File 127869828545.png - (1.11MB , 1366x768 , 59.png )
205403

You decide to dump your old bow, and keep the newly looted one, before continuing into the tunnel. It appears to open up into a large cavern, with several walls lit by firelight. You can hear the sounds of several creatures shuffling about nearby.
>>
No. 205404 ID: 6a5a08

Use a fireball to draw them into the tunnel so they can't surround you all at once, then pick them off as they run in. Retreat into the room is necessary.
>>
No. 205407 ID: e4e9c3
File 127869906947.png - (1.15MB , 1366x768 , 60.png )
205407

You fire a fireball into the cavern, hoping to attract the creatures into the tunnel, and...

Nothing happens...
>>
No. 205408 ID: 6a5a08

Do we have grenades?
>>
No. 205409 ID: e4e9c3

Uh...No? >.> You can throw certain potions to cause their effect on a target, but nothing AOE style.
>>
No. 205410 ID: 6a5a08

Darn... run into the room, shoot a fireball at a goblin, then run back out.
>>
No. 205413 ID: e4e9c3
File 12787003923.png - (1.03MB , 1366x768 , 61.png )
205413

*Sigh* Well, at least once were out of this dungeon, the mods will kill any attempt at OOC benefits. :P

You dart out of the tunnel, and spot a goblin to your left. Flining a quick fireball at it, you leap backwards into the cave, as the angered monster charges after you.
>>
No. 205421 ID: 6a5a08

Explode that sucka!
>>
No. 205423 ID: e4e9c3
File 127870127021.png - (1.33MB , 1366x768 , 62.png )
205423

You consume more magicka, firing yet another fireball at the goblin, and grin as you see it's flesh begin to cook.

Heh. Burn.

A third fireball sets the downed goblin alight, and you watch it burn with glee.

[Sleepytimes.]
>>
No. 205424 ID: 6a5a08

Stand around waiting for your body to absorb the essence of the universe and convert it into more magicka.

Then set more goblins on fire.
>>
No. 205782 ID: e4e9c3
File 127877734771.png - (1.28MB , 1366x768 , 63.png )
205782

You wait in the tunnel for your magicka to replenish, then charge forward, entering the cavern. Now that you have a moment to look around, the cavern is larger than you originally thought, extending some distance to your right, and is roughly square in shape. In the middle of the cavern, a deep pit is seen, cut in half by a rough looking fence, inexpertly made from lashed-together branches. An extremely short goblin, apparently taunting the rats caught behind the fence, notices your approach, and begins to charge up the nearby ramp towards you.

You fire two fireballs at it as it approaches, but miss both times, only managing a hit just after the monster leaps and claws at your face. The wounds sting, but you note with statisfaction that the goblin is stunned by your firey revenge.

What do?
>>
No. 205786 ID: 1413e6

Punch him in the face!
>>
No. 205787 ID: 6a5a08

Stabbity stabbity then heal yourself and look out in case more are coming.

Also, equip Rough Leather Shield.
>>
No. 205791 ID: e4e9c3
File 127877858211.png - (1.13MB , 1366x768 , 64.png )
205791

You deliver a series of quick punches, using your sheild (which was already equipped) to increase the force of the blow, before slicing open the goblin's neck with your blade.

You quickly retreat closer to the tunnel you entered from, and keep your eyes open, looking for more attackers while using your remaining magicka to heal your wounds.
>>
No. 205797 ID: 6a5a08

Block with shield and peek into the room. Retreat if anything attacks to force it into the tunnel, where its fate shall be decided.

Then use the old block, stun, slash, slash, block strategy.
>>
No. 205798 ID: e4e9c3
File 127878050476.png - (720.10KB , 1366x768 , 65.png )
205798

Using your BRILLIANT TACTICAL MIND, you decide to simply draw your foes into the tunnel, keeping yourself defended with the shield while you scout out the cavern.

From what you can see, there is only a single remaining goblin nearby, but as you spot it, your foot slips on a rock! The goblin hears your fall, and charges towards you, but you manage to regain your footing and defend yourself just in time.

Quickly retreating to the tunnel, you quickly flick off a trio of fireballs, ending this goblins existance.

The cavern is now silent, apart from the scurrying of rats in their fenced enclosure.
>>
No. 205801 ID: 6a5a08

Use a health potion, then go check out the area with the fire.
>>
No. 205805 ID: e4e9c3
File 127878129675.png - (490.95KB , 1366x768 , 66.png )
205805

You remove one of your newly gained potions from your sack, reasoning that it would be better to conserve your magicka until you are sure of your safety. After examining the bottle, and determining it to be, if not a healing potion, then at least not harmful, you down it, and a warm, static-y feeling creeps across your scales as your wounds slowly shut.

AAAAAAGH, ITCHY, ITCHY, ITCHY!

After a few seconds scratching wildly at your scales, the itchiness subsides, and you grasp your blade again, advancing to the firelit area where you saw the final goblin.

Silence still prevails, and you think you are out of danger. As you look towards the fires, you see several items littered about the site...
>>
No. 205806 ID: 6a5a08

Well, you know the drill: If it's no nailed down, it belongs to us.
>>
No. 205811 ID: e4e9c3
File 127878202220.png - (1.14MB , 1366x768 , 67.png )
205811

Aha, more wealth for me!

You scamper along to the camp, grabbing everything there (Which, you note with some dismay, consists of a flax tunic and a bunch of bones), before moving towar- AGH!

Your scales crakle in the sudden heat, as you are engulfed by flame! You turn, just in time to see a solitary goblin wave a staff, and a stream of lightning bolts erupt towards you!
>>
No. 205814 ID: 6a5a08

Unleash the wrath of the Fire God! Charge forward and swing your katana with such fury that the earth TREMBLES in fear!

And if that doesn't kill it, fireballs!
>>
No. 205824 ID: e4e9c3
File 127878403449.png - (1.99MB , 1366x768 , 68.png )
205824

You charge towards your attacker, shrugging off the pain as the lightning crumples into your chest, and fling flames ahead to meet your foe!

Your magicka, not fully replenished from the last goblin, only lasts for two fireballs, but by that time, you're within striking range.

Two swings of your blade finally silence the tough goblin, and it- She, you now realise - falls, dropping her staff beside her as she flops limply to the ground.

Your draw long, rasping breaths, your lungs aching and winded from the lightning, and take note of several severe burns, the most obvious the patch of cracked and bleeding skin where the lightning struck.

[You are low on fatigue, influencing an "Out of Breath" effect. This means that your vision blurs, until you have a chance to rest.]

[Status]
[Hp: 5/60 ]
[Magicka: 35/92 ]
[Fatigue: 23/150 ]
>>
No. 205825 ID: 6a5a08

Crouch, rest up, and cast some healing magic. Wait until you feel ready to continue.
>>
No. 205826 ID: 6a5a08

Holy crap, the goblin is Nan!
>>
No. 205840 ID: e4e9c3
File 12787855513.png - (2.00MB , 1366x768 , 69.png )
205840

You decide to take a break, casting healing spells each time your magicka reserves fill enough to allow you to. As you do, you sheathe your blade, and use the light of your torch to investigate the rest of the cavern. The area appears safe, but just to be certain, you again snuff out your torch, and crouch close to the ground, to remain out of sight.

The goblin's corpse is still warm, as you check with a finger. You attempt to find a pulse, but knowing little of these creatures, you haven't the foggiest idea of whether it lives or not.

The staff beside it is somewhat horrific, consisting of a goblin head staked upon a surprisingly ornate stick.

>>205826
OH GOD YOU'RE RIGHT. And on update 69, too... And she's already lying down... >.> <,<
>>
No. 205841 ID: 6a5a08

It is obvious what we must do: Necromace Nan back as our undead minion!
>>
No. 205847 ID: e4e9c3

Unfortunetly, you do not currently have necromancer powers. You are somewhat unsure of why you wish to raise this goblin from the dead, but she was strong enough to hurt you seriously... She could be quite a powerful minion. For now, though, there's not much you can do.

[When we exit the dungeon, we will be given "-skill name- Memories" as a spell for any skill relating to spellcasting that we are rank 25 or higher in. When used, this will give us the choice to pick starting spells based on various paths (Example: Conjuration Memories lets you decide to be a necromancer, druidic/nature based summoner, or similar.) But keep in mind spells to raise the dead, rather than just summoning them, will require either great skill, or certain items littered about the world. Also keep in mind that you'll need some way to bring Nan's corpse with you if you wish to have her as an ally.]
>>
No. 205849 ID: 6a5a08

Then place Nan's corpse in the Magic Satchel and let's move on.
>>
No. 205853 ID: e4e9c3
File 127878790495.png - (1.29MB , 1366x768 , 70.png )
205853

If by magic satchel, you mean the sack made from your prison clothing... ;D

You decide to bring the goblin's corpse with you, so that should you find some manner of bringing her back in the future, you could make her into a powerful minion. Picking up the corpse, you are surprised to find that she weighs next to nothing, and she is easily lifted and shoved into the sack.

As you do so, you notice a slight glow from one of the rings around her claw-light fingers, and attempt to grab it. The ring, however, is stuck solid, apparently having been worn for so long that her body has grown around it.

Giving up on the ring for now, you look about the cavern. The only living things nearby appear to be the rats, trapped in their cage in the pit. Straight ahead, you can see the tunnel you entered by, if only due to the nearby torch indicating it's position; the entrance itself is impossible to see in the shadow. To the left is the campsite, now bare of anything that could be of interest to you. To the right, a well lit, fenced off area contains some crates and barrels.

You stand right beside a large cauldron, full of skulls, and before you sits a large, dust-covered chest.
>>
No. 205857 ID: a76809

>>205853
Take the time to fireball the rats to death (hey, you are NOTHING if not excessively methodical), before patrolling the room again (with an eye to the floor to avoid falling again or otherwise triggering a trap), seeking any treasures (there should be SOMETHING near those stalagmites facing upwards near to where the goblin witch was). Then, dump anything in your inventory of lesser value (the least valueble 15-20%, I'd say, not counting corpse), to clear room. Then, make sure magicka, health and fatigue are all full, before proceeding to next room.
>>
No. 205870 ID: e4e9c3
File 127878977678.png - (1.48MB , 1366x768 , 71.png )
205870

Having healed sufficiently, you set to work.

On a hunch, you search between the staligmites, and find... Gems! Gems! Shiny shiny gems! You pull the few glittering shards out of the dust, before turning your attention to the nearby chest. Opening it is easy, and within lies more gold and gemstones!

This done, you do a quick circuit of the room, but find nothing for concern. The rats track your movements, seemingly having been starved by the goblins, and seem likely to attack as soon as you are near.

Two fireballs makes sure this attack never occurs.

This done, you sit once more, and heal yourself to perfect health, before heading to the entrance of the next tunnel.
>>
No. 205873 ID: 701a19

[Could you put an archive of the mods you're using online?]
>>
No. 205878 ID: e4e9c3
File 12787911866.png - (290.78KB , 6474x704 , modlist.png )
205878

>>205873
[Hmm? Sure. Hang on, I'll set them up in an image... Can't do a text list due to Windows 7 and BOSS imcompatibility, and too lazy to type them all out.]

[Ok, got it, though the image is FREAKING HUGE. Might need to zoom in a little. On the plus side, there's little chance that this will make the game any easier for you guys, because A: I doubt you can be bothered learning what everything on this list does, B: I'm probably going to be putting a few of my own mods in at some point, and I add more all the time anyway, and C: When we leave the dungeon, this goes from "Huh, this is not too bad" to "OHGODTHEDMISTRYINGTOKILLME".]

[Anyway, if you want to know what any of them do, feel free to ask before the tutorial dungeon finishes. And if you need any help installing/working out incompatibilities/oh cool which mod gave you that thing, just gimmi a post. :P ]

>>
No. 205883 ID: 701a19

>>205878
Ok, I'm not even going to be able to find most of those.
Lemme guess, your Oblivion folder is something like 20gb and thus too big to just upload the monstrous tower of mods somewhere for an easy install. Right?

>>
No. 205893 ID: a76809

>>205870
Hmm... from now on, when going through doors, to other areas or in-zone, let's keep the shield up, JUST IN CASE.

Beyond that, ARGONAUTS, ROLL OUT
>>
No. 206189 ID: 479c7b

any reason the goblin race mod was left out?
>>
No. 206196 ID: fddd61

>>205878
>Sexlivion
I think the difficulty will shortly be going from "Huh, this is not too bad" to "DON'T GET COLD FEET AGAIN"
>>
No. 206203 ID: e4e9c3
File 127883278062.png - (0.98MB , 1366x768 , 72.png )
206203

>>205883
Actually, almost all of them you can grab from TesNexus. The rest are just a google search away. But I reccomend just going for the ones you think sound interesting.

>>206189

Goblin Race was left out because my race menu was becoming too cluttered, and I got bored of playing as a goblin, anyway. If I run this quest again, I'll add in all possible race mods, but I didn't really think of that before I started. :P

>>206196

Heh, actually, Sexlivion kinda sucks. You need stupidly huge amounts of fatigue to make it work, and many of the scripts have either conflicted or been consumed by other mods. Estrus is a similar thing, but since it gave you the spells nessecary to summon DEMON TENTACLE MONSTERS from the start of the game, I've removed it until we actually get to that point IC. Also, nude mods are in effect, high texture ones at that, too. I've had male nudity disabled, but can reenable it on request.

You enter the tunnel, climbing the steep passageway for a short distance, before turning left and once again accending. You advance, shield held high, as you reach the top of the ramp. A number of badly-made wooden supports hold the ceiling here, and just ahead of you is another rough door. A few pieces of timber are littered on the floor.
>>
No. 206236 ID: 6a5a08

Walk towards door and turn around for a reason that is totally not OOC knowledge or anything.
>>
No. 206243 ID: 701a19

>>206203
TESNexus keeps deleting my accounts for no apparent reason. Not banning, deleting. The server just forgets they ever existed.
I'm baffled, but it's just not worth it to re-register every half hour or so. :/

>>
No. 206271 ID: e4e9c3
File 127886850178.png - (1.93MB , 1366x768 , 73.png )
206271

>>206243
Eh, can't help you there.

You creep towards the door, then turn suddenly, blade prepared to meet any attack...

And see nothing but a chest. Lucky!
>>
No. 206277 ID: 6a5a08

Fire God Looting Ritual is go!
>>
No. 206278 ID: e4e9c3
File 127886984094.png - (2.14MB , 1366x768 , 74.png )
206278

You sheathe your blade, and advance, flipping open the lid of the chest, both hands poised to reach in and grab the plentiful bounty within-

And you find eight arrows.

...

You light your torch, to see into the dark corners of the chest...

And find more dust.

...Anyway.

You turn towards the door, and study it for a moment. It appears nearly identical to the previous ones you have encountered, with slipshod construction and splinters sticking out from it at odd angles.

However, you feel a slight breeze making its way through the cracks and gaps in the wood...
>>
No. 206279 ID: 6a5a08

Freedom! It must lead outside!

Go forth, young Argonian, and step once more into the light of the sun!
>>
No. 206287 ID: e4e9c3
File 127887106247.png - (2.97MB , 1364x1528 , 75.png )
206287

You charge forward through the door, out into the fresh...

...Dust, as you realise that you're still stuck in the cave.

Gods above, how far do these damn things go!?!

You advance up a short ramp, before coming to a small, cramped room, empty, except for a small amount of rubble piled near a hole in the wall. Clambering out of the hole, you find yourself once again in the catacombs.

You hear approaching voices, and then, the sound of fighting, as you look down into the main part of the new room to see the Emperor and his guards fighting off yet another group of assassins.
>>
No. 206289 ID: 6a5a08

Leap into the fray just as the last assassin dies, not actually doing anything, but feeling the feeling of heroic accomplishment anyways.
>>
No. 206293 ID: e4e9c3
File 127887189096.png - (1.59MB , 1364x766 , 76.png )
206293

You leap down, just as the last assassin falls.

Unfortunetly, this doesn't seem like the best idea. You realise a moment too late that this means that you'll seem to be assisting the assassins, and the guard's angry yelling quickly confirms this.

He advances towards you, blade drawn...

And the emperor calls him off.

"He is not one of them. He can help us. He must help us."
"As you wish, sire."

The Emperor looks to you.

"Come closer, I'd prefer not to have to shout."
>>
No. 206294 ID: 6a5a08

Go closer. Not good to anger the guards, I don't think they like you.
>>
No. 206295 ID: ee8200

>>206294
And put away your sword, too. Approaching the emperor with drawn steel seems a bad idea.
>>
No. 206297 ID: e4e9c3
File 12788726064.png - (2.43MB , 1366x768 , 77.png )
206297

You sheathe your blade, and approach the Emperor, who proceeds to ask whether you know of the Nine Divines.

Hm.
>>
No. 206298 ID: 6a5a08

No, we worship and plan to overthrow the Fire God, Bill.
>>
No. 206299 ID: c2c011

>>206297
Not a whole lot. Out in your swampy homelands they worship fire. Becuse it's so fucking damp that you have to have some sort of divine providence to actually manage to make something burn.
>>
No. 206301 ID: e4e9c3
File 127887351357.png - (1.73MB , 1366x768 , 78.png )
206301

You tell the Emperor that you don't really care much for the Nine, instead worshiping the Mighty God of Fire, Bill. He frowns, slightly, before proceeding to blabber on about Gods and the Nine, and various other topics of which you don't really care.

After a few minutes, you realise he's stopped.

"Um, yes?"

He coughs.

"Err... Perhaps you did not hear me. Forgive an old man's quiet voice. I asked which star was the marker for your birth?"

Huh, not sure why he wants to know, but of course its...
>>
No. 206302 ID: a76809

>>206301
The mage is my vote, unless your mods added extra birth sings, in which case, I'd like to hear of them.
>>
No. 206303 ID: e4e9c3

Nope, all vanilla birthsigns, though they all have been tweaked in what they actually do... Mostly, the terrible ones have been made a bit better. :P
>>
No. 206304 ID: 6a5a08

Can we see what each does? The ones that are tweaked I mean.
>>
No. 206306 ID: e4e9c3

Hmm... Going to take a bit, I'm having trouble finding the mod which did it... And that's if it's still installed. Will try to pull up a list though. Also, minor point, if you choose The Shadow as your birthsign, you automatically have the "Shadowscale" training at some point in the backstory, and may be contacted by the Dark Brotherhood at some point without having to do the whole stab-a-random-person thing.
>>
No. 206307 ID: d3dfb8

>>206302
Mage is the only good choice.
Vanilla choice anyway.
>>
No. 206308 ID: e4e9c3

>>206307
I always went Shadow, for sneakiness, or Antronach, for the challange of low magicka. ;D

At any rate, I can't find which, if any, mod is affecting birthsigns, so I'm installing one which looks pretty good! Effects of each sign will be in the following post.

>>
No. 206309 ID: e4e9c3

[PREPARE FOR WALL OF TEXT

the Warrior
The steadfast Warrior grants Strength, Endurance and immunity to paralysis. You have a knack for finishing wounded enemies with a reckless strike, and in dire situations the Warwyrd makes you an unstoppable juggernaut.
・constant: +15 strength and endurance; 100% resistance to paralysis.
・at will: Clinch – you perform a ferocious attack, then collapse. An opponent struck by this lunge is instantly killed if it has less than 25% of its total health remaining, but is completely unaffected otherwise.
・1/day: Warwyrd – for 60 seconds, your health and fatigue regenerate instantly. Any losses you should have suffered are applied when this effect expires, but you will always be left with at least 1 point in each.

the Lady
You are blessed with the Lady's Grace, increasing your Willpower, Endurance and Personality and granting resistance to the elements. You know the secret of the Storm Voice which can blow enemies off their feet, and once per day you may perform a greater Storm Calling.
・constant: +10 endurance, willpower and personality; 25% resistance to fire, frost and shock.
・at will: Storm Voice – the opponent you are facing is blown away, suffering a loss of fatigue equal to 25% of your own maximum fatigue as they are buffeted by powerful winds.
・1/day: Storm Calling – all opponents within 30 feet are blown away violently, suffering a loss of fatigue equal to 50% of your own maximum fatigue as gale winds steal the breath from their lungs.

the Lord
You are called trollkin, for any wounds upon you swiftly vanish. Although fire seems to burn you more than others, you can also call it to your aid. Your heart shares tempo with the heart of the world, and by controlling its beat you can make others temporarily cease to exist.
・constant: 50% weaknesss to fire; regenerate 100% health per 120 seconds.
・at will: Clutch the Heart – the person or creature before you vanishes for 30 seconds. During this time your Health regeneration stops. Only one target at a time can be removed with this ability; targeting a second returns the first. The effect can be ended prematurely by casting with no target. No-one but you is aware of this effect: it is as if your target never existed in the first place.
・at will: Skipped Beat – instantly regenerate 10% of your total health, but suffer 100% weakness to magic, poison and weapons for 12 seconds.
・1/day: Polyrhythm – for 30 seconds your health regeneration increases to 100% per 30 seconds and persists even when Clutch the Heart is active, but your weakness to fire increases to 200%.
・1/day: Wulfharth's Pyre – flames are called down upon all within 30 feet, including yourself. The damage dealt is equal to 75% of your current health, after accounting for your current weakness to fire.

the Steed
Part of your soul resides among the stars, and this heavenly connection lightens any load you bear. You can walk on water, and even disregard inertia in short bursts. Occasionally, those who offend you are reminded how heavy their own souls are.
・constant: water walking; suffer no encumbrance until your normal limit, and only half of any additional encumbrance.
・at will: Charioteer – gain 50 speed for 12 seconds.
・1/day: Burden of Souls – all within 30 feet suffer burden equal to their total carrying capacity.

the Mage
The judicious Mage improves your Intelligence and Willpower. Magicka is tangible to you, and with effort you can draw it from your surroundings or force it away. You also have a knack for shaping magic into precisely the tool you need.
・constant: +15 intelligence and willpower.
・at will: Ablation – the most powerful hostile effect on you is dispelled. Effects too powerful for you to cast are skipped.
・at will: Grasping Aurbis – recover magicka equal to your willpower. Spells cast within 3 seconds cost half as much.
・1/day: Epiphany – create a new spell. There is no gold cost, and any effect can be used.

the Apprentice
You hear whispers of divine lore, teaching you secrets of hardiness and enhanced magicka. These voices offer greater power at the price of narrow focus, and will occasionally reveal their mysteries at your command.
・constant: +50 health and magicka.
・at will: Invocation – increases one attribute by 35 and reduces the rest by 5. This effect lasts until a different invocation is chosen.
– Talos grants Strength.
– Julianos grants Intelligence.
– Mara grants Wisdom.
– Kynareth grants Agility.
– Akatosh grants Speed.
– Stendarr grants Endurance.
– Dibella grants Personality.
– Zenithar grants Luck.
– Arkay grants no bonus or penalty.
・1/day: Mysteries Unbound – increases all attributes by 35 for 60 seconds. Any active invocation is suppressed for the duration, but you may change invocations during this time without suffering exertion.

the Atronach
Your Magicka capacity is doubled, but you cannot generate your own. With a touch you rip energy directly from others, an inefficient and mutually painful process. You can also anchor yourself to the foundations of the world, becoming nearly invulnerable and absorbing hostile spells.
・constant: doubled magicka pool; no natural magicka regeneration.
・at will: Discharge – on touch, absorbs 50% of the current magicka. You and the target each take damage equal to 25% of the transferred amount.
・1/day: Bones of Earth – for 30 seconds, become completely immobile but gain 100% spell absorption and maximum armor.

the Ritual
The strange light of your stars bolsters the living and terrifies the undead. You can press this light into others with a touch, or beseech the heavens to share it with all nearby. You also bear Mara's Gift, the ability to cleanse yourself of all ailments once each day.
・Using any of the Ritual's abilities leaves a lingering glow on you for 30 seconds.
・at will: Stellar Flare – releases an enormous burst of light for 6 seconds.
・at will: Blessed Touch – imbues the target with light for 30 seconds. This ability is not considered hostile, and affects the target's attitude depending on its type:
– Humanoids become highly confident, as if rallied.
– Daedra become extremely violent, as if frenzied.
– Undead flee, as if turned.
– Any other creature becomes docile, as if calmed.
・1/day: Blessed Word – as Blessed Touch, affecting all within 60 feet.
・1/day: Mara's Gift – your health and fatigue are fully restored, any attribute damage is removed, and any temporary harmful effects on you are dispelled regardless of their source.

the Thief
The nimble Thief boosts your Agility, Speed and Luck, and teaches you the trick of vanishing from a sticky situation. You can steal an enemy's life force for yourself with the Twilight Reaving.
・constant: +15 agility, speed and luck.
・at will: Slip Away – become silenced and invisible for 6 seconds.
・1/day: Twilight Reaving – on touch, absorbs an amount of health, fatigue and magicka equal to 50% of your current lost amounts of each. The target is affected by Soul Trap for 120 seconds.

the Lover
You are beautiful and outgoing, possessed of great Personality. Your kiss holds a compelling power, and if you indulge your passion it can paralyze.
・constant: +30 personality.
・at will: Lover's Kiss – on touch, causes the target to fight for you for 12 seconds.
・1/day: Deep Kiss – on touch, paralyzes the target for 12 seconds.

the Shadow
You are a Mooncalf, cursed with poverty and disease and often ignored as a harmless, luckless wretch. If you grovel, most creatures will give you pity. When necessary, your curse can become contagious.
・constant: 100% weakness to disease; gold you carry vanishes at a rate of 1/6 of your Luck per game hour; any bounty on you vanishes at a rate of 12 / (your Personality + 1) per game hour.
Using the Shadow's 1/day powers damages your Personality and Luck by 5 points.
Using at-will powers damages each by 1 point, in addition to causing exertion.
・at will: Nobody – 25% chameleon for 30 seconds.
・at will: Take Pity – all targets within 12 feet are calmed for 30 seconds.
・1/day: Contagion – all targets within 30 feet suffer 50 damage to Personality and Luck, plus ability damage equal to the effects of any diseases you currently suffer.
・1/day: Moonshadow – become invisible for 300 seconds.

the Tower
Little can stand between you and your goals. Steadfast foes, swarms of assailants, even simple locked doors: barriers fall swiftly before your determined advance.
・constant: 10% damage reflection.
・at will: Tower Warden – on touch, causes 75% weakness to magic, poison and weapons.
・1/day: Tower Key – open any lock which does not require a specific key.

the Serpent
Though gifted in many ways, you are stricken with soul hunger: a void which can only be filled with the essence of others. When this hunger grows, you sense nearby souls; your sting leeches them away. Invoking the cursed stars poisons all nearby, including you... but your blood cleanses itself.
・Constant: +5, and heal 1 damage per second, to all attributes except luck.
・For every game minute that passes, you gain 1 point of soul hunger.
・If you have more than 8 hours of soul hunger, you begin to detect life.
・Beyond 24 hours, soul hunger begins to blur your vision.
・Effects increase with greater soul hunger, to a maximum of 3 days.
・at will: Serpent Sting – on touch, for 30 seconds the target suffers damage to health, magicka and fatigue, of an amount per second equal to 1% of your maximum for each. Each second the target survives, your soul hunger is reduced by 1 minute. If the target dies while suffering your sting, your soul hunger is reduced by 1 hour per level of the target's soul (petty = 1, grand = 5). This effect is dispelled by a Soul Trap on the target.
・ 1/day: Star Curse – calling down the emptiness of your birthsign, you and all targets within 12 feet suffer 30 damage to all attributes except luck.

Make your choice.]
>>
No. 206316 ID: d3dfb8

Can we make our own?

the Flame
Bill has blessed you with mastery over fire and magical abilities, however such a gift comes with a curse. Bob the god of ice, mortal enemy of Bill, also had a hand in your birth.
-Constant: 50% fire damage; 50% fire resistance; 50% frost damage reduced; 50% frost weakness; +10 intelligence and willpower; fire spells cost 10% less magicka.
-at will: Healing Flames - you and all targets within 5 feet heal 50 health as the flames cauterize your wounds.
-1/day: EXPLOSIOOOOOOOOON - you and all targets within 12 feet suffer fire damage equal to 99% of your current health after accounting for your fire resistance.

This, if you will allow it.


Otherwise mage it up yo.
>>
No. 206319 ID: f95872

>>206309
The Lord seems appropriate.
>>
No. 206323 ID: f95872

>>206316
I like this. Especially Explosion, though maybe 12 feet isn't enough for something that sacrifices 99% of our health. Maybe lower it to 85%.
>>
No. 206328 ID: e4e9c3

>>206316
Most of that I could probably make in a mod, though it means no updates till I've got it going. As well, I haven't the foggiest clue how to do any scripting, so the 99% would just have to be a flat amount of fire damage, and the 10% less for fire spells I couldn't do. The rest, however, I think I can manage.

So, we going with Mage, Lord, or Flame? Final call.

>>
No. 206329 ID: 6a5a08

I like the Mage, the Lady, and the Lord.

Mage preferably, though I'd like to know what restrictions are on Epiphany. Is it like a Spellcrafting altar, except no gold used?
>>
No. 206336 ID: d3dfb8

>>206323
we could increase the range of the attack to 20 or 25 feet.

>>206328
Uhhh, you should take a break. Give people some time to get the votes in. I wouldn't want you to make a mod just for two of us. Also take a look at that the Mage at will power Grasping Aurbis, you might be able to puzzle out how to do the flame cost reduction. If you do figure it out increase the cost of frost spells by 50%. Oh, and serpent sting is a good example for the explosion spell.

I'm still up for the flame.
>>
No. 206342 ID: f95872

>>206328
Well, that's the best parts of Flame gone. I vote Lord.

>>206329
He doesn't know, he just installed it.
>>
No. 206344 ID: 63ab82

Which mod changes the leveling system? Which one gives me better magic/memory of system? I am interested in restarting Oblivion again.
>>
No. 206346 ID: fddd61

Lord does seem to be the best sign now, what with Shadow being nerfed to hell and back there. Also, Clutch The Heart would make for some interesting information-gathering and/or persuasion situations in the future.

>>206203
Enable that male nudity, we ain't playing the peanut gallery version of this game dammit
>>
No. 206349 ID: 63ab82

Also, where can I get the birth signs you are using? Those will change the game quiet a bit.

Go for apprentice. So versatile.
>>
No. 206354 ID: e4e9c3

>>206329
I'm assuming so, though I'll do a test run just to be sure.

>>206336
Yah, if I do it, I'll have to search through the scripts, and probably just copy/paste and change some values. Will have to check the lisence with the mod though, see if I'm allowed to edit without permission.


>>206344
Oblivion XP for leveling, and a combination of Midas Magic, and... MLAO? MALO? Something like that.

>>206346
MALE NUDITY MOD ENGAGED. PREPARE FOR WANG.

>>206349
Birthsigns Expanded is the name of the mod, easy to find on Tesnexus.


And now it's just hit 5am. I'm gonna grab some sleep. Will tally votes and update tomorrow, barring disaster. Night all.
>>
No. 206371 ID: e4e9c3

Last post before bed. Tested Epiphany, or whatever its called. It DOES cost money to craft. So its essentially the ability to craft your own spells without having to do the Mage's Guild questline. (Or one of the 4 or 5 mod-quests that allow access to an altar.)
>>
No. 206372 ID: a76809

>>206354
If epiphany is unrestricted, Mage for that.

If not, Lord.
>>
No. 206385 ID: f95872

>>206371
Hmm. Not worth it at all.
>>
No. 206485 ID: 6a5a08

Well, if we have to pay for Spellcrafting, I say Lord.
>>
No. 206768 ID: e4e9c3
File 127892617492.png - (2.45MB , 1366x768 , 79.png )
206768

Looks like Lord wins.

The Emperor nods thoughtfully, before continuing his speech. Apparently, he has forseen his own death in the stars, and is marching towards it as you speak.

You ask him if he can see your future, and he responds...

"Your stars are not mine. Today the Lord shall prove a faithful patron in your quest for glory. My dreams grant me no opinions of success, but in your face, I behold the sun's companion. The dawn of Akatosh's bright glory may banish the coming darkness."

He proceeds to proclaim at length his blessedness in knowing when he is to die, before turning once more and wandering deeper into the catacombs.

One of the guards hands you a fresh torch, and grudgingly tells you to stick close, as the group moves onward...
>>
No. 206787 ID: e4e9c3
File 12789419578.png - (1.92MB , 1366x768 , 80.png )
206787

Sorry for slow update, computer trouble.

The emperor and his guards exit the room via a cramped tunnel, steping over the bodies of assassins as they do so. You wait for a moment, wondering whether it would be safer to follow at a distance, or to take the Guard's advice and stay close to the group.

Whaddaya do?
>>
No. 206793 ID: 6a5a08

Stick close, don't want to get cut off from allies if assassins attack. With a traditional katana from the Emperor's bodyguards, they might think you're one of them!
>>
No. 206800 ID: e4e9c3
File 127894811037.png - (1.69MB , 1366x768 , 81.png )
206800

You dart after the group following them closly through the pillared rooms and twisting corridors, before sudden yelling from the shadows informs you of the Assassin's approach.

You draw your blade and prepare to fight, as a trio of assassins appear, two of them swinging their blades towards your raised sheild.
>>
No. 206801 ID: 6a5a08

Wait for the shield to deflect both attacks, then strike, and raise your shield again.
>>
No. 206803 ID: d3dfb8

GREAT BALLS OF FIRE!
>>
No. 206814 ID: e4e9c3
File 127894988129.png - (1.78MB , 1366x768 , 82.png )
206814

You wait till you feel the blows of both assassins, then drop the shield and swing your blade. The tip of the sharp sword clips one of the assassin's necks, just as a guard stabs him from behind. The second assassin you quickly ignite, and this momentary destraction allows the guard to dispatch him with a wide, sweeping slash.

In moments, the attack is over, with two corpses on the ground by your feet, and another a short distance away.

Without a word, the Emperor and his guards once again move forward.
>>
No. 206824 ID: 6a5a08

Loot their corpses and then follow Mr. Emperor.
>>
No. 206826 ID: e4e9c3
File 127895186269.png - (1.81MB , 1366x768 , 83.png )
206826

You quickly crouch down and loot the corpses, searching their belts specifically, and being rewarded for your efforts with a number of potion bottles.

This done, the sudden sound of combat echos through the tunnels, and you charge forward to catch up to the group. By the time you arrive, the assassins have fallen, and you quickly set about looting these new corpses as well.

This done, you head onward with the group, passing through a doorway and entering a large room. You are standing at the top of a large staircase, with large pillars and piles of rubble dotted about the room.

After a few moments, you notice movement out of the corner of your eye, and draw your blade as you spin to face...

What in Oblivion? Why is there a fox down here?

The fox sniffs your leg idly, before wandering past you and the Emperor, who follows its movements with a bemused expresion on his face.

The guards, having decided the creature is no threat, turn back to servey the room. One, the one who seemed so hateful towards you earlier, tells you to wait, as he scouts forward carefully into the room.
>>
No. 206837 ID: e4e9c3
File 127895440344.png - (2.26MB , 1366x768 , 84.png )
206837

After a few moments, the guard signals the all clear, and the Emperor and second guard advance.

The fox continues to wander around, and after a moment, you realise it is circling an object on the floor, as though guarding it...

What do?
>>
No. 206839 ID: d3dfb8

investigate fox.
>>
No. 206840 ID: 4c7b39

Look at what Winnifred is circling around.

Also, I'm naming the fox Winnifred.
>>
No. 206841 ID: d3dfb8

>>206840
I am ok with this.
>>
No. 206844 ID: e4e9c3
File 127895572964.png - (2.45MB , 1366x768 , 85.png )
206844

Looking towards the base of the pillar the fox is cicling, you light a torch, and notice a silver dagger lying on the ancient stone. It appears untarnished, and seems to be vibrating slightly.

As you approach, the fox stops circling, and follows you silently, keeping behind you when you turn to look at it.

As you carry out your inspection, you're vaguely aware of the guard's speaking in panicked tones.

What do?
>>
No. 206845 ID: d3dfb8

Take it, gain fox companion.
In b4 grey fox has a fox
>>
No. 206847 ID: 4c7b39

Take it and rush to the aid of the guards. Wouldn't want them without the glorious light of Bill to aid them.

Winnifred can come too.
>>
No. 206848 ID: e4e9c3
File 127895664174.png - (2.09MB , 1366x768 , 86.png )
206848

You grab the dagger, and an odd, creeping feeling scurries across your scalp. Your vision blurs, and then...

Absolutely nothing happens. The fox wanders off idly, sniffing random bits of rubble, as your vision corrects itself.

You shrug, and pocket the dagger to study later, before rushing off to find the guards.

The guards apparently have found the passage to be a dead end, both via the nearby iron gate, and the small room offshooting from the main chamber. You enter the room mid-conversation.

"-on't know, I don't see any good options here."
"They're behind us! Wait here sire."

Both guards rush out of the rooms only doorway, and after a few moments, the sound of battle is heard.
>>
No. 206853 ID: e4e9c3
File 127895740545.png - (2.03MB , 1366x768 , 87.png )
206853

The Emperor turns to you, and speaks with urgancy.

"I can go no further. You alone must stand against the Prince of Destruction and his mortal servents. He must not have the Amulet of Kings! Take the Amulet, give it to Jauffre. He alone knows where to find my last son. Find him, and close shut the jaws of Oblivion."

As the Emperor utters his final words, a stone panel in the wall behind him slides down, revealing yet another assassin. With a single stab, the old man falls, the blade pierced through his heart. The Amulet falls from his grasp into your hands.

"Stranger, you chose a bad day to side with the Septims."

The assassin darts towards you...
>>
No. 206855 ID: e4e9c3
File 127895775691.png - (2.37MB , 1366x768 , 88.png )
206855

...And is suddenly flung forward, as the fox rips at the back of his neck! The assassin's blade scores a shallow cut across your chest as he falls, but after a few breif moments of brutal savagery, he lies still, armour vanished, and blood flowing freely from the back of his neck.

You turn to the fox, and nod to it.

"Right, good fox. You'll be called... Winnifred, from now on, ok?"

The fox stares at you for a moment, then goes back to its wandering.

The sounds of battle still echo through the doorway, but you now notice that they are slowing fast.

What do?
>>
No. 206856 ID: d3dfb8

SHOW HIM YOUR FURRYBALLS
ERR- FIREBALLS.
>>
No. 206859 ID: d3dfb8

... fox beat me to it.
>>
No. 206862 ID: 6a5a08

Exclaim, "Oh my Bill, the emperor is gravely wounded and/or dead!"
>>
No. 206863 ID: 6a5a08

Also, loot everything.
>>
No. 206865 ID: e4e9c3
File 127895934475.png - (2.37MB , 1366x768 , 89.png )
206865

You exclaim, "Oh my Bill, the emperor is gravely wounded and-slash-or dead!", then proceed to wonder why you said slash. Or even bother with the wounded option, you realise, as you see the blood flowing from the Emperor's chest slow to a stop.

The sounds of fighting cease, and a weary looking guard runs into the room. On spotting the Emperor, the look of tiredness on his face is replaced with horror, and he futilely checks the corpse for a pulse.

"No... Talos save us."

Pfft. Bill will save us a hundred times over before your shitty gods do.

The guard continues muttering.

"We've failed...I failed. The Blades are sworn to protect the Emperor, and now he and all his heirs are dead...The Amulet! Where's the Amulet of Kings? It wasn't on the Emperor's body!"

What do?
>>
No. 206866 ID: d3dfb8

He gave it to me just before he died.
>>
No. 206868 ID: 6a5a08

This Amulet?
>>
No. 206870 ID: 6ddd1c

>>206868
"This amulet?"

And swallow it.
>>
No. 206871 ID: 6a5a08

>>206870
This is so Lannon, do it.
>>
No. 206872 ID: e4e9c3
File 12789601861.png - (2.26MB , 1366x768 , 90.png )
206872

You hold off crazed looting for the moment. Partly because there's only two bodies here anyway, and partly because you think the guard would stab you if you started nicking the Emperor's clothes.

You instead tell tell the guard that the Emperor gave you the amulet in his last moments.

"...Strange. He saw something in you. Trusted you. They say its the dragon's blood that runs in the veins of every Septim. They see more than lesser men."

He proceeds to talk at some length about various pieces of jewellery, while you mentally begin to calculate just how much the big gem in the center of the Amulet would sell for. After a moment, he asks what reason the Emperor would have for giving you the amulet, and you tell him of Jauffre and the second heir.

"Nothing I ever heard about. But Jauffre would be the one to know. He's the Grandmaster of my order. Though you wouldn't think it to meet him. He lives quietly as a monk at Weynon Priory, near the city of Corrol."

He proceeds to give you the directions out of the catacombs, and hands you the key nessecary to get there.

"There are rats and goblins down there, but from what I've seen, I'm guessing that you're an experianced Theif, am I right?"

Iiiiiiiits... CLASS SELECTION TIME!

I highly reccomend making a custom class, however.

Also, before anyone asks, the Demigod class does not give you any extra powers, it's just there for a mod-added companion.

>>
No. 206874 ID: 6a5a08

We are the Scion of Bill, and the host of his Legion.
Specialty: Stealth, Willpower/Endurance
Skills:
-Light Armor
-Blade
-Stealth
-Lockpicking
-Illusion
-Destruction
-Conjuration
>>
No. 206875 ID: e4e9c3
File 127896090480.png - (1.96MB , 572x1920 , 91.png )
206875

Image contains the class creation menus, if anyone needs to see them.
>>
No. 206880 ID: e4e9c3

Right. Going to sleep, to let someone other than the DELICIOUS PIE get a word in. :P Nighty night!
>>
No. 206913 ID: e31d52

WHATEVER YOU BECOME IT MUST INCLUDE FIRE.
>>
No. 206916 ID: c2c011

>>206874
Sounds good. Just switch blade to Hand to Hand. Bill demands that we burn our foes to a crisp and then rip them apart with our bare hands!
>>
No. 206918 ID: 6a5a08

>>206916
Then we can't use a Shield. Remember: 1 life + 1HKO Crossbows - Shield = Bad End
>>
No. 206919 ID: d78b61

>>206918
agree, we need something that can have a shield.
>>
No. 206920 ID: c2c011

>>206918
We can become the masters of sneaking about. And dodging.
>>
No. 206930 ID: d78b61

>>206920
you can't dodge bolts.
>>
No. 206932 ID: c2c011

>>206930
Hmm, shield might be good then. Still makes me sad though, I was really hoping for shattering spines with wicked punches and setting fools on fire.
>>
No. 206939 ID: 6a5a08

>>206932
Oh, we'll still be setting fools on fire. Just with a shield between us and their weapons.
>>
No. 206940 ID: c2c011

>>206939
It's not the same. But I guess we will have to settle for sliting throats and slicing off choice pieces of meat from our barbequed foes and gobble it down like a proper swamp predator.
>>
No. 206941 ID: 6a5a08

>>206940
And the rest of them we either Necromance into large undead abominations of pieced together bodies, or burn as tribute to Bill.
>>
No. 206943 ID: e31d52

>>206941
Barbacue golem.
>>
No. 206949 ID: 6a5a08

>>206943
*Barbecue Atronach
>>
No. 206971 ID: f95872

Intelligence, Agility, Destruction, Sneak, Security
>>
No. 207033 ID: e4e9c3

[System Mechanics Post]

>>206930
[You can dodge them, it's just a bit harder than arrows, for two reasons. Firstly, there's a mod on which makes low quality arrows fly through the air slowly, with high quality ones (elven, etc) being almost light-speed. Which, incidentally, means they're easier to aim, and not affected by gravity as much.

The second reason is that the bolts are a lot smaller that arrows. While you're actually pretty likely to see an arrow floating through the air towards you, a bolt is tiny, and if your vision is blurred, then you have no chance.

That said, you's want a reasonable block skill if you're going to use the sheild strategy. And there's nothing to stop you from using your fists and a shield.]

[Finally, certain skills may grant new abilities at certain levels. Most notably, you can only have one potion affecting you at a time if your alchemy is below 25. You can have two potions at below 50, etc. Also, at a certain level of sneak, you gain the assassinate ability, which doubles your sneak attack damage for a duration based on your Sneak skill. Note that weapons affect the sneak attack damage as well.

Sneak Weak Standard Strong Deadly
-------------------------------------------
Novice x1 x2 x2 x3
Apprentice x2 x4 x4 x6
Journeyman x2 x4 x6 x9
Expert x3 x6 x8 x12
Master x3 x6 x10 x15

Weak Backstab: Slow 1-Hand weapon (Slow Waraxes, Fast Maces, Fast Longswords)
Standard Backstab: Normal blade (Katana) / Fast Blunt (Waraxe)
Strong Backstab: Fast blade (Shortsword)
Deadly Backstab: Dagger
No Backstab: 2 Handed weapons and very slow 1-Hand weapons (Longsword/Mace)

Marksman Sneak Attacks:
Sneak attack damage with a bow is determined by the Sneak skill
as well as the Marksman Skill:

| Marksman
Sneak | Novice Apprentice Journeym. Expert Master
-----------+--------------------------------------------
Novice | x1 x1 x2 x3 x3
Apprentice | x1 x2 x3 x4 x4
Journeyman | x2 x3 x4 x5 x5
Expert | x3 x4 x5 x6 x6
Master | x3 x4 x5 x6 x7

[Finally, remember that the magic-type skills you choose will affect what starting spells you get to choose from.]

[I'm off to try and find which mod lets you burn corpses. I always forget what button it is....]
>>
No. 207040 ID: 6a5a08

Wait, is there a sneak damage thing for our fists?
>>
No. 207041 ID: e4e9c3

[I think fists are counted as a standard weapon, but I'm not sure.]
>>
No. 207047 ID: 6a5a08

Rethought Scion Class:

We are the Scion of Bill, and the host of his Legion.
Specialty: Magic, Willpower/Strength
Skills:
-Light Armor
-Hand-To-Hand
-Stealth
-Block
-Illusionism
-Destruction
-Conjuration
>>
No. 207050 ID: e4e9c3

[Any objections? Choice will be confirmed in 45 minutes.]
>>
No. 207051 ID: e31d52

Don't care so long as we blow shit up.
>>
No. 207057 ID: f95872

I feel like we ought to have Security. Also, I like Intelligence and Agility better than anything else. Intelligence increases damage, Agility benefits just about everything else that we'd have a reason to do.
Wisdom increases Magicka, sure, but if we do enough damage, we won't need more Magicka. I don't know what Strength could possibly do to help us.
>>
No. 207063 ID: 6a5a08

>>207057
Strength increases attack damage of our hand-to-hand, and increases how much we can carry.
We'll need Fatigue from Willpower for Blocking, since that takes fatigue and we don't want to faint while being shot at by a crossbow bandit and slashed at by his buddies.
Conjuration allows us to summon expendable distractions. Given the large damage dealt by the enemy, it would be good to not have all attacking us at once.
Light Armor decreases the speed of wear on our armor, allows us to be speedy while still protected, and increases the effectiveness of our light armor.
Block is Block is good to have.
Destruction for blowing stuff up.
Illusionism for sneakiness and also light without need to clog up shield arm with a torch.
Hand-To-Hand because people really seem to be set on it.

Magic to help us level up to Necromancer faster and get our Nan-Zombie.
>>
No. 207072 ID: e4e9c3

[So it's decided, then? >.>]
>>
No. 207087 ID: e4e9c3
File 127900296422.png - (1.89MB , 1366x768 , 92.png )
207087

You inform the guard that you are in fact a Scion of Bill, the Mighty God of Flame.

"...Riiiight...Anyway, you must get the Amulet to Jauffre. Take no chances, but head straight to Weynon Priory, got it?"

You simply nod in response.

"Good, the Emperor's trust was well placed. I'll stay here to guard the Emperor's body, and stop anyone following you. May Talos guide you."

You nod again. "I'll keep it safe."


Then you swallow the Amulet, and dart through the secret passage laughing manically before the guard react.

For some reason, you feel lighter.
>>
No. 207092 ID: 6a5a08

Let Bill's wrath rain down upon all who stand in the way of his chosen heir! Also, don't forget Winnifred.
>>
No. 207093 ID: e4e9c3
File 127900365748.png - (2.52MB , 1366x768 , 93.png )
207093

You charge forward, reaching a small room on the opposite side of the iron gate. The guard's angy yells can be heard drifting towards you, but he seems not to want to leave the Emperor's body.

There is a door and a chest here, as well as the passage you arrived from, and the iron gate.

You stop for a moment and bounce a little on your feet, realising that you really have become lighter somehow.

What do?
>>
No. 207094 ID: d3dfb8

meh, just continue on. so long as we don't go flying away we'll be fine.
>>
No. 207095 ID: 6a5a08

Just remember to loot that chest first!
>>
No. 207096 ID: e4e9c3
File 127900429875.png - (2.26MB , 1366x768 , 94.png )
207096

You move over to the chest, quickly picking the lock, and pulling out a collection of potion bottles! Neat.

This done, you head towards the wooden door, opening it with the key that guard gave you, and wandering though. The enterance to the sewers, a large manhole, is here. You lift the cover, and slowly climb down the ladder into darkness...
>>
No. 207097 ID: e4e9c3
File 127900450344.png - (1.57MB , 1366x768 , 95.png )
207097

When you reach the bottom of the ladder, you turn to look around. You are standing in the sewers, near the top of a wet stone staircase. A horrific smell assualts your nostrils, with a hint of something even worse wafting from the nearby tunnel.

What do?
>>
No. 207098 ID: 6a5a08

Do we have anything we could use as noseplugs?
>>
No. 207102 ID: e4e9c3
File 127900544081.png - (0.97MB , 674x768 , 96.png )
207102

You pull your sack off your back, and start rumaging around for something to use as noseplugs, finding nothing you'd really like to shove up your nose...

When you realise why you felt lighter. Your katana is missing.

"...FFFFFFFFFFFFFFFFFFFFF-"
>>
No. 207103 ID: 6a5a08

Equip the Dagger of Winnifred.
>>
No. 207104 ID: e4e9c3
File 127900597078.png - (1.07MB , 1366x768 , 97.png )
207104

You equip Winnifred's dagger, and leap down the staircase, looking down the tunnel. It seems reasonably well lit for a sewer, though the sound of rushing... Uh... "Water", and the smell of... said "water"... combine to prevent you hearing or smelling anything nearby.
>>
No. 207105 ID: 6a5a08

Do a 360 just to make sure you don't get ambushed.
>>
No. 207110 ID: e4e9c3
File 127900723344.png - (1.51MB , 1366x768 , 98.png )
207110

You turn suddenly, expecting an attack from behind, but can see nothing in the deep shadows behind you. You light your torch again quickly, and find nothing but a solid wall.
>>
No. 207111 ID: d3dfb8

better safe then sorry. proceed.
>>
No. 207112 ID: 6a5a08

Search WALL for hidden passages.
>>
No. 207115 ID: e4e9c3
File 127900761456.png - (1.27MB , 1366x768 , 99.png )
207115

You shrug, and draw the dagger again, proceeding into the next room. A deep trench follows the length of this room, containing a flowing river of brown; the source of the smell. You look around, gagging as you do. There is a number of crates and broken barrels laying around, and near the distant wall, a rat notice you and begins to charge forward.
>>
No. 207117 ID: 6a5a08

Flames of Bill fly forth unto the rat flesh! Let it blister and burn!

In other words, shoot fireball.
>>
No. 207118 ID: e4e9c3
File 127900786218.png - (1.31MB , 1366x768 , 100.png )
207118

Heh. Good old fire, and good old Bill. Ever a help in times of not-wanting-my-legs-bitten.
>>
No. 207119 ID: 6a5a08

Spincheck!
>>
No. 207120 ID: e4e9c3
File 12790085179.png - (0.96MB , 1366x768 , 101.png )
207120

You deftly pivot on one foot, checking behind you... But see nothing threatening.
>>
No. 207121 ID: d78b61

attack the darkness.
>>
No. 207122 ID: e4e9c3
File 127900890478.png - (427.57KB , 1366x768 , 102.png )
207122

You charge forward to the dark corner of the room, swinging your dagger downward...

And recoil slightly, as the blade gets stuck in a chest, hidden in shadow.

Huh.
>>
No. 207123 ID: 6a5a08

Victory! Loot that sucka, then spincheck again.
>>
No. 207124 ID: d78b61

FUCK YEAH! attack the darkness actually worked!
>>
No. 207126 ID: e4e9c3
File 127900934812.png - (1.01MB , 1366x768 , 103.png )
207126

You flip open the chest's lid, grabbing a few arrows from inside, before tugging the dagger out of the wood, and turning again. From your new location, you have a good vantage point of the entire room. There appears to be two tunnels, apart from the one you entered by, as well as a pair of bridges across the river of brown.

What do?
>>
No. 207127 ID: 6a5a08

Cross the bridge closest to you, prepared to attack the darkness again if needed. It seems to be working so far.

Also, search for traps.
>>
No. 207131 ID: e4e9c3
File 127901011660.png - (1.04MB , 1366x768 , 104.png )
207131

You scuttle across the bridge, keeping an eye out for any possible tripwires or pressure plates on the ground. As you reach the other side, you relax slightly, and look around. You are right near the entrance of one of the tunnels, and there appears to be little darkness here for you to attack.
>>
No. 207135 ID: 6a5a08

Sneak around the corner like the sneaky Argonian Scion of Bill you are.
>>
No. 207141 ID: e4e9c3
File 127901236663.png - (705.52KB , 1366x768 , 105.png )
207141

[Sorry for slowness, moving issues.]

You crouch down, and move silently around the corner, entering the short tunnel. A room similar to the first is here, with a single rat idly scratching the stone by the staircase. It hasn't noticed you yet.
>>
No. 207142 ID: 6a5a08

Burn that rodent!
>>
No. 207144 ID: d3dfb8

Fireball. Standard procedure at this point.
>>
No. 207147 ID: e4e9c3
File 127901314065.png - (813.97KB , 1366x768 , 106.png )
207147

Heh. Boom.

The smell of burning rat is impossible to notice above the sewer's stench. You're unsure if this is a good or bad thing...

At any rate, there's no nothing to stop you from wandering on up the staircase. Or you could go back and investigate the other tunnel.
>>
No. 207149 ID: d3dfb8

I think we've spent enough time here. Up the staircase.
are we going to mostly stick to the main questline or are you going to let us actually play oblivion?
>>
No. 207150 ID: d78b61

with this many mods trying to stick solely to the main quests will get us killed by rapidly strengthening enemies. need to do side-quests galore and over lvl.
>>
No. 207151 ID: e4e9c3
File 127901388857.png - (1.81MB , 1366x768 , 107.png )
207151

You climb up the staircase, using the torch to light your way. You arrive at a bridge, leading across a gap to a rusted iron gate.

What do?

Actually, I was hoping to COMPLETELY avoid the main quest, because it sucks. Unless we get overwhelming votes for proceeding with the Main quest, then I'd really like to just have you guys do whatever you like, or maybe do a few of the better mod-added quests. Its your call.
>>
No. 207152 ID: d3dfb8

put away torch, sneak across bridge
... This could end up being one of the longest quests ever.


I like where this is going.

>>
No. 207155 ID: 6a5a08

So, with that partners mod, how many companions are we able to have at one time?
>>
No. 207157 ID: d3dfb8

>>207155
i believe oblivion starts screwing up if you have more than 4.
dont quote me on that

>>
No. 207159 ID: e4e9c3
File 127901465759.png - (678.39KB , 1366x768 , 108.png )
207159

You put out the torch again, creeping across the bridge with your dagger out, before pushing open the gate. The tunnel here curves sharply, and it is very dark...

>>207152
Hah, it could be. It does help that I don't have to draw every image; with VisionQuest it was almost all copy-paste with slight tweaks, but still took a while. Incidentally, VisionQuest Chapter 4 is ready to roll, and I'll probably start it in two days time, after I've moved. Since ObliQuest is so easy to update, it should be possible for me to do both at once.

>>207155
[spoiler] Weeeellll... There's about 5 or 6 mods on that add single NPC companions, CM Partners adds about 55, and I think I still have Midas companions on, so...

Enough to have your own personal army. FOR THE GLORY OF BILL! [/spoiler[
>>
No. 207160 ID: d78b61

>>207157
in vanilla oblivion sure, but this is a version that has been modded to hell and back taking bets it's around 50 or so max
>>
No. 207161 ID: d78b61

okay, turn torch back on and let's go.
>>
No. 207162 ID: d3dfb8

Let loose a fireball, use the light to see if there is anything ahead. If not light up the torch and proceed.

Bill is going to be so proud of us one day.
>>
No. 207165 ID: e4e9c3
File 127901502572.png - (1.34MB , 1366x768 , 109.png )
207165

You light your torch, moving forward, and enter another room, with yet another rat snuffling around.

This is starting to get a bit repetitive...Wait...Is that... Sunlight?

You spot, at the end of a long round tunnel, a bright shining circle of white light.

YES, WE'RE GETTING OUT OF HERE, THANK BILL.
>>
No. 207166 ID: 6a5a08

I think only about 10 AI can be active at the same time...

Burn rat, hug self.
>>
No. 207168 ID: d3dfb8

>>207166
Hug rat, burn self
>>
No. 207169 ID: 6a5a08

Rat self, burn hug.
>>
No. 207170 ID: e4e9c3
File 127901553239.png - (684.72KB , 1366x768 , 110.png )
207170

You fireball the rat, then drop the torch and gleefully hug yourself, celebrating your soon-to-be freedom!

The light is just ahead, and all there is sitting between you and it is a short tunnel and a second room.

>>207166
Hmm... We'll just have to see, then. If it does, I'll see if there's any mods which let more companions join you (I'm pretty sure CM partners has something to this effect built in already.)

Also, we are about to exit the tutorial dungeon. If you have any questions, you'd best ask now. :P
>>
No. 207171 ID: d78b61

examine room for treasures then get your torch back and go.
>>
No. 207173 ID: 6a5a08

Is there any chance of meeting Bill?
>>
No. 207174 ID: e4e9c3
File 127901647122.png - (1.65MB , 1366x768 , 111.png )
207174

You grab your torch, lighting it once more, and charge forward, rushing through the tunnel and room towards the exit. The gate before you is badly rusted and worn, and a single charge would break it open.

>>207173
I actually already had a plan to meet up with Bill's girlfriends sex slaves concubines avatars, and the only issue with meeting Bill himself is I'd have to make the mod. Which won't take long for something like that. So yes, we shall probably meet Bill at some point, or even Bob, Ben, Burick, and Brunhilda.
>>
No. 207177 ID: 6a5a08

FALCON KICK! out of here!
>>
No. 207179 ID: e4e9c3
File 127901720725.png - (1.66MB , 1366x768 , 112.png )
207179

You break the door open with one kick, and charge forward into the light...

Last chance to change anything, or ask any questions about mods.
>>
No. 207181 ID: 6a5a08

What's up with the fox and the dagger?
Did I just equip a cursed weapon? D:

>>
No. 207184 ID: e4e9c3

Ahah, mebbe? :P I suggest you study it closely at some point.

And it doesn't seem like any other questions are coming, so....

>>
No. 207186 ID: e4e9c3

Damnit, Oblivion is crashing every time I leave the dungeon. Trying to figure out which mod is doing it now.
>>
No. 207188 ID: c2c011

>>207179
I got a question, how fast is our mana recovery rate compared to vanilla, have there been any changes to vampirism and have werewolfs been added?
>>
No. 207191 ID: e4e9c3

>>207188
Well, Mana recovery has been fixed, so it now increases with Willpower. Vampires now have awesome powers (I have three different mods to choose from, but some of the cooler effects are transformation into bats/mist/wolves, super strong attacks, and the ability to slow time) and there are werewolves across pretty much the entire north mountains. And they are FUCKING TERRIFYING. You will DIE if you find one, no matter what you do. Just warning in advance.
>>
No. 207192 ID: c2c011

>>207191
I was thinking more of contracting lycantrophy and terrorise the countryside. But it's nice to see that there are awesome vamps around. Which kind of vamp does that Dark Brotherhood guy turn you into now?
>>
No. 207193 ID: e4e9c3

>>207192
Ah, I think you can become a werewolf, too. Not sure about that, though. The werewolves you find are generally the ones added by Legends of the North, which don't make you contract lycantrophy. And I can only have one vampire mod running at a time, otherwise they conflict, so no matter how you become a vampire, the features are the same. Note that I also have it that you need MORE blood to get better abilities, rather than the vanilla less-blood-more-power. Also, just fixed the game, update coming now.
>>
No. 207194 ID: e4e9c3
File 12790288644.png - (970.13KB , 1366x768 , 113.png )
207194

You step out into the bright moonlight, the stars shining down upon you, as you breathe in great lungfuls of fresh air.

Made it. Free from that place, finally...

After a few moments, you relax, and start wondering what to do next. You could listen to that guard's advice, and take the amulet to that guy... But it doesn't sound like it would further the cause of the Mighty God of Flame. Plus, you'd have to wait for the amulet to come out the other end...
>>
No. 207202 ID: c2c011

>>207194
Lets get back to doing what we know best how to do. Break into someones house, kill them and steal everything they have.
>>
No. 207203 ID: e4e9c3
File 12790360743.png - (1.15MB , 1366x768 , 114.png )
207203

You decide that now may be the time to make a quick profit. Looking around, however, you can't see any houses... The pier and nearby ruins appear to be the only things here.

[Tutorial Mode Officially disengaged. I will now try to kill you off. :D Also, sleepytimes. Back soon, same site, same time!]
>>
No. 207204 ID: c2c011

>>207203
Damn. Ok, put out the torch and then extremly stealthily sneak forward and check out what's there.
>>
No. 207206 ID: f47db2

I say we head to the closest ruin and loot the place silly. Hey wait, there's an island with some ruins straight ahead.
>>
No. 207209 ID: 6a5a08

Maybe we should sell our current loot and junk first, so we can carry more of the good stuff instead of leaving it behind?
>>
No. 207224 ID: f95872

>>207209
We could also just stash it outside, in some corner somewhere.
>>
No. 207778 ID: 78ce6e

Just for everyone's info, though, the exp mod ensures that companion's kills do not give us EXP. Summon's kills do not give us EXP. The only way to gain exp is to do it ourselves. Somewhat disappointing as I was hoping for a private army, but we can do that once we hit the level limit (is there one?)
>>
No. 208766 ID: bcb7e0

[Damned mods. Spent the last couple of days trying to make Oblivion XP work. Should be good now, but moving means the house has no internet. Working through mobile phone at the moment, and its so slow that I can't even post images. >.<]

You decide to investigate the ruins, dunking your torch in the water nearby, then swiming forward. You dart forward, the water molding around your body easily, as you twist and spin in the deep blue liquid...

Till a sudden throbbing fills your head, and you struggle blindly against the pain inflicted by an unseen enemy. Your mind burns and screams, as your body thrashes wildly in the water.

After a few minutes, the fit passes, and you once more become aware of your surroundings. Were it not for your ability to breathe underwater, you're almost certain you would have drowned.

A few memories tentively creep into your brain, and you realise with a start that you are beginning to properly remember your past...

Conjuration Memories

Do you choose...

The Path of Nature
The Path of Daedra
The Path of Undead

Destruction Memories

Do you choose...

The Path of Frozen Fire
The Path of Burning Lightning
The Path of Striking Ice
The Path of Circles

Illusion Memories

Do you choose...

The Path of Illuminated Madness
The Path of Cunning Cats
The Path of Failing Courage
The Path of Peaceful Orders

Level Up!

You realize that all your life you have been coasting along as if you were in a dream. Suddenly, facing the trials of the last few days, you have come alive.

You are now level two. Please choose which skills and attributes to increase. The numbers in bold represent the points required to raise that skill by one rank, while the other numbers represent your current rank in that skill.(See below) As well, Attributes are raised by one rank per attribute point, but you may only put a maximum of 5 points in any one attribute per level-up. (So you could go Str: +5, Int: +5, Luck: +3, or similar.)

Attributes Points remaining: 13

[Attribute]:[Current Rank]

Strength: 45
Intelligence: 40
Willpower: 35
Agility: 50
Speed: 50
Endurance: 30
Personality: 30
Luck: 50

Skills Points remaining: 36

[Skill]:[Current Rank] [Points required to raise rank by 1]

Combat skills

Armorer: 5 4
Athletics: 15 4
Blade: 10 4
Block: 25 3
Blunt: 5 4
Hand-to-hand: 30 3
Heavy Armor: 5 4

Magic Skills

Alchemy: 15 3
Alteration: 10 3
Conjuration: 30 2
Destruction: 30 2
Illusion: 35 2
Mysticism: 15 3
Restoration: 10 3

Stealth Skills

Acrobatics: 5 4
Light Armor: 25 3
Marksman: 5 4
Merchantile: 5 4
Security: 15 4
Sneak: 25 3
Speechcraft: 5 4

Also, if you're feeling creative, feel free to write up a backstory for Lannon. The only facts about his past that we currently know are he stole (or had stolen from him) some silverware, he worships the Mighty God of Flame, Bill, and he was affected at birth by a magical incident, which caused the odd colour of his scales. Should no backstory be forthcoming, I'll just use my own.

[Threads getting long, so once you've sorted out what you want to do, I'll start a new thread. I really never expected this to last more than one thread, but the surprise is a pleasent one. :) ]

>>207778
[Actually, companion and summon kills DO give you exp, although it tends to be a bit less than the exp you'd gain if you did it yourself. Also, the companion-exp script is a bit dodgy, and if you kill, say, a group of twenty bandits using 3 or 4 companions, about 2 or 3 of the kills will not give exp. Haven't really done extensive testing, but thats what I recall from playing with it before.]
>>
No. 208807 ID: a76809

>>208766
path of undead if that leads to reanimating given corpses.

Path of burning lightning because FIRE AND LIGHTNING, most Bill-like of the lot.

Peaceful orders because when not going bill kill mode, need some oomph in social situations.
>>
No. 208811 ID: 6a5a08

Paths of the Undead, Burning Lightning, and Cunning Cats. We shall stalk the night, striking from the shadows while out undead horde makes a distraction.
>>
No. 208855 ID: 4a952b

I would say Daedra, Burning Lightning and Cunning Cats as well. Put attribute points in Int, WIll and Speed (we gotta be able to run from werewolves).

Put skill points in conjuration and illusion and whatever else other people want.
>>
No. 208868 ID: f95872

Daedra are cool. Although less so in Oblivion, if there's no mod fixing that.

Burning Fire would be ideal, but barring that, Burning Lightening

Illuminated Madness sounds likely to be rather delicious.

>Backstory
The accident at our birth infused us with Bill's holy Fire, and as such, we are extra awesome. We came to the Imperial city in search of stuff to steal.
>>
No. 208869 ID: c2c011

>>208868
And dudes to murder. If we're not in the Black Hand I'm gonna be sad.
>>
No. 208870 ID: d3dfb8

Undead
Burning Lightning
KITTIES!
+5 Int
+5 Will
+3 Speed
+10 Destruction
+5 Conjuration
+2 Sneak
... or +18 destruction. the sooner we get to 100 the sooner we can best Bill.

[I don't know how you didn't expect to make this one thread. It's goddamn oblivion.]

[Hey Bob, you do know that you are going to have to add a god tier pyromancer named Bill to Golem Quest, right?]
>>
No. 208872 ID: f95872

Oh yeah, points should go into Intelligence, Agility, and Willpower.

Skill points in Destruction.
>>
No. 208874 ID: d3dfb8

>>208870
Actually, as much as I love zombies, the undead are pretty gay in oblivion. Unless you have mods that make them interesting then I switch to Daedra.
>>
No. 208951 ID: 6a5a08

Yeah, I guess undead aren't really that great... so let's go with Daedra I suppose.

Also, Black Hand? Screw that. We are the Burning Hand of Bill! We'll make our OWN Guild!
>>
No. 209078 ID: fc5f60

daedra and burning lightning for great justice
>>
No. 209169 ID: a76809
File 127933395935.jpg - (1.36MB , 1221x1732 , Bill.jpg )
209169

>>208870
>Implying Bill needs to be made, rather than having always existed, as any proper god of fire made flesh should.
>>
No. 209225 ID: bcb7e0

>>208870
Eh, I forgot that the difficulty mods don't really come into affect until you leave the tutorial dungeon.

>>208874
Eh, undead are pretty vanilla, actually. Marts Monster Mod does some stuff with them, giving them more varied appearances, and causing undead you've killed to rise back up again after a time, but other than that, not much. Still, it is terrifying when you turn around and realize the hoard you just spent two hours and all your potions trying to destroy just got back up. Your summons just disappear, though, so they arn't really that awesome.

Also, ran a test of the Memories spells. The first word determines your touch spell, and the second determines your ranged spell. (Freezing fire gives ice touch spell and ranged fire spell.)

You also already have the spells Flare and Minor Heal. Before anyone asks, the ranged fire spell from the Freezing Fire does 25 damage, compared to the 10 damage of Flare.

We settled on all skill points to Destruction?
Same with Int and Wis points? We're tied on Agi and Spe for the last 3 points.

Daedra looks set.

Finally, keep in mind that these are only your starting spells. You don't have to follow one path to the end, you can deversify if you wish.
>>
No. 209239 ID: d3dfb8

>>209225
what about the circles? we can always just buy a fire spell from the mages guild and we dont want a faggot ice spell.
+18 destruction, why not. int and will are good, agility i guess would help more than speed.
fuck yeah daedra
>>
No. 209252 ID: bcb7e0

>>209239
Circles gives a 20ft AOE, 2 second duration ice touch spell, and a similar fire touch spell.
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