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Dhrunor - an Alchemy battle


JamesTJ

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Hi, I'm JamesTJ.

 

I've been messing with mods for Oblivion for many months now, and I had an idea and wrote it out to plan it, but lack the skills to implement it any time soon. I thought I might share it with the community and see if anyone else wanted to take the idea and run.

 

I'll keep working on it for myself, but if you want to use it, please do. I'd love to play a mod made for alchemists - where you must have Alchemy skills of 90+ to survive.

 

Here it is: use it as you like. Mention me in the credits if you'd like to.

 

Title:

Dhrunor - an Alchemy battle (categories: Dungeons and Locations / Quests And Adventures)

 

 

Background:

Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition.

 

A highly intelligent Valkynaz named Dhrunor served Mehrunes Dagon for thousands of years. He studied Change and Energy - focusing on alchemy and metallurgy. When Asliel Direnni, the great alchemist of the powerful Direnni dynasty that ruled High Rock, lost some alchemy notes, no one thought much of it, but they fell into the hands of Dhrunor.

 

By that time, Dhrunor was already nearing apotheosis - becoming a god, a Daedric Prince with his own realm of power.

 

As a prince/commander in Mehrunes Dagon's personal guard he knew the Prince of Destruction, Revolution, and Ambition would take great pleasure in torturing him and eating his heart if he ever suspected that Dhrunor had turned against Dagon.

 

Dhrunor became more secretive and secluded - hiding his power, disguising his actions, eliminating his rivals, and hunting for ingredients in secret - even harvesting ingredients from all manner of daedra to further his research - to escape Mehrunes Dagon and set up his own realm. His fascination with alchemy in Tamriel grew as he expanded on Asliel Direnni's alchemy - his desire for rare and exotic ingredients increased as he walked the edge of madness, coming ever closer to becoming a god. He trapped powerful daedra and bound them into his Alchemy apparati to improve them, and make them summon-able at will.

 

Dagon had been distracted with Jagar Tharn, the Imperial Battlemage, and his failure. Mehrunes Dagon heard rumors of his secretive commander's powers and sent a team of Valkynaz assasin-mages to bind him for the torture chambers - Dhrunor killed them all and harvested them for ingedients to finish his escape.

 

He escaped to Tamriel.

 

He's gathering ingredients.

 

His plans aren't good.

 

He was a Grandmaster alchemist a thousand years before you were born.

 

He mastered how to reveal Chameleon and Invisibility as a Journeyman.

 

Pray that he has not yet found Nirnroot - or Black Tar and Rot Scale from the Shivering Isles.

 

Go prepared.

 

 

 

 

Location

- cave in Tamriel - mound of fresh soil outside of cave from interior excavations?

 

- Cave is straight, level, not too long (arrow/poison/magic? battle) - table, brazier, map of Tamriel, barrels? boxes? daedric alchemy rack? (nifscope/skin) - alchemy books in daedric / English, including Asliel Direnni's lost notes (on how to poison the blood to kill a vampire and other recipes mentioned in the book De Rerum Dirennis by Vorian Direnni) - in code? (so don't have to make up fake ingredients)

 

- summon apparrati spell in book

 

- Daedric distillation apparatus to increase potency of almost all potions by 20%? (nifscope/skin)

 

- gold & gems & meat inside entrance (all poisoned with contact Paralysis powders) (to get ingredients from:wolves, bears, bandits, marauders, and adventurers) (script)

 

- dead greedy travelling merchant/bandit nearby? (maybe it was a travelling merchant who bought ingredients at The Main Ingredient - maybe the quest starts there)

 

- "Alchemy powder" (script) at door to remove invisibility/chameleon/sneak - (use Duke Patrick's excellent arrows-miss idea, scripting a ghostly lifeforce behind the Character - directly behind the character so arrows hit) (cave on N/S axis? so always "South"/behind Character?) (not sure this would work) [i'd like it so that Dhrunor --- Character --- ghostly lifeforce were always in a straight line, so that even if the Character spins around the arrows would always hit him/her, and not the ghostly lifeforce] (may need to make a shallow niche on one side of the cave entrance to hide from the arrows)

 

- "Alchemy powder" forces Character to glow brightly? (script)

 

- traps/pit/chasm? 8 ft deep, wide enough to be unjumpable.(create to be unclimb-out-able) planks on stone columns to cross it? zigzag path to slow Character down?

 

- closed/ruined Oblivion gate inside the cave? corpses?

 

- also in cave - followers? apprentices? daedra slaves/ingredient producers? Daedroth with half-re-grown teeth? Scamp with skin missing? Spider-daedra chained facing wall, with silk being extracted?

 

- bed of wolf/bear pelts / grass

 

 

Dhrunor's skills (level 45+)

- strength 190+ (from potion - slowly wear off)

- Chameleon/Invisible? (from potion - slowly wear off)

- excellent shot with bow (always hunting daedric ingredients)(poisoned)

- Valkynaz skills and armor

- dagger or longsword (poisoned)

- Magic resistant (from potion - slowly wear off)

- reflect damage (from potion - slowly wear off)

- life detect 100ft+

 

 

Rewards

- Valkynaz-level daedric armor & dagger / longsword / bow - all 5pts better than normal (metallurgy) guaranteed helmet?

 

- retexture harvesting sickle to daedric? (nifscope/texture)

 

- summon-able improved retextured Grandmaster Alchemy apparrati. (script)

 

- mix of ingredients / potions (labeled? racked? mysterious potions of unknown worth? random effects when drunk? multiple forms of poison? only find out worth once sold to another Alchemist?) (script)

 

 

 

 

 

I hope someone will like this idea and take it home.

 

JamesTJ

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