Moar Skyrim: the crafting edition

In this episode, Murderface takes care of business. No, really, He needs to sell stuff and otherwise dump his loot because he’s carrying too much and can’t get new loot. He’s already at the point of having to go through his inventory and drop stuff that’s not quite as valuable every time he picks something new up. Housekeeping like this is kind of boring, but not all the episodes can be full of bashing people with his mace and setting them on fire. Sorry. (Well, if I had something really exciting to report, I’d probably skip all of this…)

So. When last we parted, I’d left Murderface standing idly at the forge in Riverwood, waiting for daybreak so he could bother people and sell stuff. When the shop opened, he walked in, ignoring the frosty silence between the brother and sister who owned it, and sold them everything they could afford to buy, which wasn’t that much, alas. He then had to listen to the brother complain that a thief had broken in and stolen his treasure--a golden dragon’s claw--and promised to go get it to shut the guy up.

And at that, he promptly ignored the promise he’d made and teleported back to Whiterun to smelt the ore he was carrying because I’d forgotten the blacksmith at Riverwood didn’t have a smelter.

Claudia Christian, however--the blacksmith at Whiterun near the front gates--did have a smelter. She also had a decently large yard that you can drop crap in and leave it there until you need it. Toby’s currently on his third run-through--his first was as a sneaky Khajiit (the cat people), his second was as a sneaky Argonian (the lizard people), and his third is as a sneaky mage (of the human sort)--and showed me his mage’s pile of crap.

Toby was also puzzled that the pile looked like it had been kicked around a bit, and as his character stood there, we noticed a city guardsman come patrolling on his rounds right through the pile of crap, kicking it around a bit. It always kind of amazes me to see evidence that the game is getting up to things behind your back. So I made sure Murderface dropped his pile of crap directly behind the smelter, out of the guard’s way.

Murderface, being an Imperial, starts out with a small array of spells, including one that transmutes silver ore to gold (and perhaps a few other substances into other substances). Naturally, he didn’t realize this until he’d smelted half his silver into ingots.

He then forged a bunch of daggers and leather bracers--I know it seems odd to make leather bracers at a blacksmith’s forge but you’ll just have to let that go--because Toby believes that they have the best ratio of use of resources to money when sold. And I am perfectly happy to have Toby tell me how to play the game, especially when it comes to minutiae like this because that means I don’t have to waste brainpower on it.

Murderface also made some jewelry. Apparently all adventurers that come through here have an innate talent for making armor and jewelry, and all blacksmiths are happy to let you take over their forge (and if they’re using one of the crafting stations when you want to use it, you stand there and repeatedly poke them and they usually get up and let you have it). But you can enchant jewelry and then wear it or sell it, which is all to the good. He sold all the armor and weapons stuff to the blacksmith and dropped the crafting ingredients he wanted to keep but didn’t want to bother with hauling around.

His next stop was the town alchemist’s shop. Murderface had a pack brimming over with exotic potion ingredients that he hadn’t eaten yet, and the shop has a crafting station where he could make potions, provided he was still standing after sampling all his wares. It also sold ingredients, so he bought all the cheap stuff available. It also had a lady alchemist, which made Murderface happy.

So he tried everything he had. All at once. This is a by no means exhaustive list (because I didn’t start writing them down at first) of what he had in his inventory, acquired by foraging, by looting a dead peddler, by looting a necromancers’ lair (always a good idea!), and by purchasing them from the alchemist:

Eye of saber cat
Death bell
Canis root
Fire salts
Frost mirriam
Juniper berries
Moon sugar
Mora tapinella mushroom
Orange dartwing bug
River betty fish
Troll fat
Vampire dust
Void salts
Giant’s toe

He still hasn’t tried the skooma, because it’s helpful in combat situations and I keep forgetting he has it.

All those things hit him at once as I left the inventory menu, and the combined, sometimes contradictory, effects caused him to stagger and groan, his vision flashing colors. I don’t even remember if he ended up with a net loss or gain on health, magika, and stamina, but it was probably a steep loss. He looked bad enough that the alchemist lady worriedly inquired if he was all right, because he looked so pale, and tried to sell him some elixirs to take care of that. He didn’t buy because he wasn’t going into combat in the near future and all of those qualities regenerate at a decent rate.

He made as many potions as he could with what he had, and sold everything but the health potions to the lady alchemist, who sadly showed no more personal interest in him.

He found the lady who’d asked for a mammoth tusk and hopefully gave her the tusk he’d looted, but instead of offering to sleep with him, she gave him some bargaining tips (i.e., the quest reward was increased speech talent) and wandered off.

Disappointed in love yet again, he headed to the Companion’s Hall to start his next quest. When he got there, he was informed that to be a full brother of the Companions, he had to complete a new quest that was going to be a wee bit more difficult than his initiation quest of carrying an object from one location to another and giving it to someone. Farkas of the thousand-yard stare was designated to act as Murderface’s shield-brother in this quest. They made plans to meet up at some place somewhere to start, and Farkas ran off eagerly.

Murderface then realized that the golden claw the merchant brother taxed him with getting and the McGuffin the Jarl’s mage had taxed him with getting (a dragonstone, IIRC), were both in the same place, and he could bash two bandits in the head with one mace by going there. So he ditched Farkas and teleported back to Riverwood to do some head-bashin’.

Once there, the sister offered to guide him to the start of his path. She took him to the edge of town and described exactly the path he had to take to get there, which he didn’t hear because he was staring at her ass the whole time. He confidently set off, and promptly got lost.

He spent quite a while wandering aimlessly around as I tried to use the quest marker in the on-screen compass to find where he was supposed to go, but as I didn’t realize I had two separate quests activated, there were two quest markers and I kept following one, then the other.

Eventually, he got back on track and found Bleak Falls Barrow, and there I am going to leave you because Murderface and I are only about 2/3 of the way through it at the moment. :)

Next time: will Murderface survive his trip through the barrow? The one the court wizard assured him was a simple, easy trek with very little bother? Hmmmmmm.

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Tags: gaming, skyrim
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