Krem Posted December 22, 2011 Share Posted December 22, 2011 So, I've been toying with a vary grand storyline mod.. I've more things in mind than what I've written here, many of which might get changed or even scrapped entirely, depending on how the story develops. It's supposed to be incredibly difficult, both combat-wise and puzzle-wise. (Yes, I've only added traps. I've yet to add the puzzles; the puzzles I've in mind, they wouldn't make sense to be there this early. Always keep in mind that people made these puzzles to keep strangers out, and so on) And, yes, I need to work on the dialogue. Clichés aren't fun. :P The Chromatic Eye, part 1Endir & Byrjun On the northernmost island north of Ysgramor's Tomb, there's an icy cave, simply named Ancient Cave, with a number of high-level Draugrs. The cave is fairly short, and ends in a metal door. This zones the dragonborn into Lygari's Hovel. Inside, there is a single bed, a chair, a bookshelf with various books, and a heap of empty baskets. Upon entering, the dragonborn is greeted by Lygari, a very old nord vampire. He is wearing generic clothes, and has an ebony dagger "What are you doing here?" -L A)I was exploring. -DB)Killing you, it seems. -D Choosing option B will turn Lygari hostile.Choosing option A continues the conversation.Choosing neither will end it, with Lygari asking the dragonborn to leave, again. "There is nothing here but me. I am resigned to my fate. Please, leave." Lygari will now sit down, if he was not already sitting, on the chair, and read. The baskets are movable. If moved, a trapdoor is discovered, hidden under the baskets. It requires a key to open. Upon this discovery, Lygari will initiate conversation. "I told you to leave. This is for your own good." -L The dragonborn can choose "What?", or end the conversation. Either will turn Lygari hostile. Lygari contains, aside from random loot, Lygari's key. If the dragonborn uses the trapdoor, he will zone through. The key will be broken, and the trapdoor will be unopenable. The trapdoor leads to Endirinn. Looking ahead, there are two paths, both icy, both looking the same. Going through the left one, the Dragonborn is faced with ghosts, skeletons, and draugrs, all high-level. There are also basic traps there. The path has a number of turns, snaking downwards. At the end of the path is a large room, completely unlit. At the end of the room is a master-level locked chest connected to a trap. The trap is hidden behind the chest, in spiderwebs. If the chest is opened without disarming the trap, the room is sealed, and the floor breaks down. At the bottom are spikes. Falling down kills the dragonborn. The chest contains random loot. The right one is a direct path, going northwards and down. Soon it is pitch-black. On both sides of the dragonborn, hidden in darkness, are closed standing stone coffins. Should the dragonborn make noise, hold up a torch or create light, a dozen of these coffins will open, each one containing a high-level draugr. Once the dragonborn reaches further down, regardless of the state of the draugrs, he is confronted by a gate, with two chains on either side. The right chain will cause large boulders to roll down the pathway, from above, all the way. The boulders will also cause the draugrs to come fort. The left chain opens the gate. Once inside, the gate closes. A row of candles light up on the walls. The room the Dragonborn is in is circular, with urns on the floor near the walls, both broken and whole. All empty. In the center is a pedestal, with a book on it. The book reads "..and so it ends." Removing the book will cause powerful poisoned darts to shoot out from above and from the walls. At the wall directly across from the gate where the dragonborn came in, hidden behind an urn, is a loose part of the wall. Activating it will cause an opening to form in the wall, as it crumbles down. Upon that, the book catches fire, the candles die, and the dragonborn is soon left in complete darkness again. The path forward is a smooth, solid, square corridor, leading further down, ending in a door. Halfway to the door, the floor breaks under the dragonborn, and he falls far down into an underground lake. The area is similar to Blackreach, except less lit up and filled with spiderwebs. In this area, there are a very large number of spiders. Going north-west in this area, the dragonborn can find a pathway, though he needs to destroy thick webs to get there. The pathway leads to another zone, Byrjun. Once zoned in, the dragonborn is confronted by a very large Chromatic Spider (normal spider, scaled 2-3 times, recoloured, more health & damage). The room is large, shaped in a half-sphere, with a domed roof. At the other end, behind the spider, is an altar with a skeleton. Upon killing the spider, the skeleton stands up, and immedeatly begins a conversation with the dragonborn. "Mortal.. dragonborn.. [race].. You have set in motion.. a chain of events.. which may very well.. doom Tamriel." A) What?B) I didn't mean to.C) I don't believe you. Whatever the dragonborn chooses, the skeleton continues. "It matters not. You must break the chain." With this, the skeleton breaks apart. In its inventory is a single item, Prismatic Shard. It can be wielded like a weapon, but does not change the attack from an unarmed attack, and can be held up like a torch. Holding it up in the room reveals a glowing rune in the dead center of the domed ceiling, with a beam of light glowing down. Standing there makes the screen shake, a throbbing glow around the edges, growing in intensity, until everything is overwhelmed in a white light. This causes a loading screen. The dragonborn was knocked out, and lost the shard. He is outside, on a snowy mountain peak. Looking down from the peak, nothing can be seen except the clouds and snow. Falling off kills the dragonborn. Looking forwards, to the south, are a dozen men in Blade uniforms. They have their weapons unseathed, and are looking south, their backs turned to the dragonborn. Further south is a large dragonshrine, with a single stone coffin. Once the dragonborn reaches the blades, roars from multiple dragons can be heard. Two chromatic dragons fly from the east and the west, attacking the blades and dragonborn. They have two times the health of an elder dragon, and their breath is a combination of fire, frost, and lightning breaths; doing pure magic damage, but the breath looks like an enlarged version of the Sparks spell mixed with fire breath, and leaves behind chromatic frost-like patches. The breath does 1.5 times the damage of a normal ancient dragon's breath. The dragons are slightly larger than an ancient dragon, and are recoloured chromatic. Once both dragons are dead, the rock coffin bursts open, and a chromatic dragonpriest attacks. He uses chain lightning, frost storm, and fireballs. He has infinite mana, and two times the health of a normal dragon priest. Once his health reaches 0, he uses a shout that freezes everyone around him in a chromatic-coloured frost tomb. Any blades caught are instantly killed. "..you are not real" the priest says. The frost tomb shatters, and the dragonborn "dies", triggering a loading screen. The dragonborn is back in the room with the skeleton, where the large spider was killed, except now there's a lit corridor leading west. It leads to a large square room, filled with pressure plates. They all look the same. Except for the plates marked, each plate triggers a burst of flame. The safe path leads to a small pyramid-shaped altar, at the top of which is a pedestal with a book on it, named Horgulsran's Personal Journal 3. "I am starting to have doubts about this entire thing.. Experimenting on dragons, and keeping them alive, is one thing.. but now he wants us to experiment on our own. I pray it is worth it." Removing the book triggers an explosion from the pedestal, knocking the dragonborn far back, if not killing him. The safe path continues from the altar, into a very large open space, resembling Blackreach. The path ends at a cliff, and long drop down into a bed of water. There are draugrs in the water, medium-level but a lot of them. The "shore" is to the right, and it leads into a rocky tunnel, like a cave. The tunnel has spiderweb, and leads to The Forgotten Depths. The tunnel is long, completely dark, filled with spiderwebs & eggs, and has a number of powerful chromatic spiders. The tunnel ends in a chamber, where three large chromatic spiders glide down on their webs. Behind them are three tunnels. The tunnel to the left has some light coming from it, the tunnel in the middle has a dwarven floor, while the tunnel to the right looks like a continuation of the current spider-infested, rocky, natural-looking cavern. The path to the left is filled with pressure plates that trigger poisoned darts from shooting out of the walls and ceiling, along with tripwires that cause large blades to slice from the walls. It goes straight forwards, though jaggedly, and ends in an locked iron door. Behind that door is a chamber, similar to those found where a dragonclaw is required, but ends with a single bossloot-looking chest. It is unlocked, but on both sides and behind it, hidden with spiderwebs, are trap triggers. If any one of them is triggered, the door from which the dragonborn came in is closed, unable to be opened, and the chamber fills with poison, killing the dragonborn. The path to the right leads to a perfectly preserved dwarven "ruin", where the dragonborn keeps to the road and goes upwards, and then left. There are the normal doodads that follow other generic dwarven ruins, including a few normal dwarven constructs, including a pair of centurions that attack together. At the end of the path, there is the most expensive gem resting on a pressure-plated pedestal. Moving or removing the gem triggers metal bars to shoot from the ceiling, floor, and sides, possibly killing the dragonborn, and blocking the way back. Link to comment Share on other sites More sharing options...
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