Dungeon: Fort Greenwall
Set-Up:
- Melee: Steel Battleaxe of Bitter Cold
- Magic School: Conjuration/Restoration
- Ranged: Dwarven Bow of Arching with Dwarven Arrows
- Armor: Imperial Officer's Helmet, Amulet of Kynareth, Silver Ruby Ring, Steel Armor Set(Minus Helmet)
- Companion: Lydia: Steel Armor Set, Steel Battleaxe
First Thoughts:
- Another Fort for the Civil War quests The Battle for Fort Greenwall/Reunification of Skyrim.
- This area is divided into four parts: Fort Greenwall(Exterior), Fort Greenwall(Interior), Fort Greenwall Captain's Quarters, and Fort Greenwall Prison.
- The "dungeon" is populated by bandits(assorted types) if the quests are not in your log.
Note1: The small barricades around the outside wall can be destroyed, allowing for "covered" entrances.
Note2: The chest in Fort Greenwall Captain's Quarters seems to always have magical items.
Note3: From now on my "Set-Up" will be a link to the table of contents and title page, but will still give a brief explanation of my gear.
Play-By-Play:
- Lydia and I arrive around six, while the sun is just peaking over the mountains.
- Just enough light to make out the bandit patrols, and still dark enough to keep us hidden.
- The Thug near the entrance hears me coming and investigates, but before I can get into cover, Lydia engages him.
- The orc is wearing heavy armor, and makes for a tough fight; the archer on the wall isn't helping our cause.
- After the orc falls I draw back an arrow and pick off the pesky archer.
- Not sure of how many bandits heard the battle, I summon my atronach and heal my wounds.
- My atronach's flames destroy the wooden barrier and allow Lydia an I to engage the Thug archer directly.
- He yields as the head of my axe comes down on his collar.
- Lydia and I send the last bandit to Sovengarde; time to have a look around.
- We find a forge and workbench, but not much else.
- I decide on going through the fort interior before entering the prison; you never know what you'll find down there.
- Upon entering we overhear a conversation between a thug and, a stronger, highwayman.
- So far it sounds like only two enemies, but I summon the atronach to be safe.
- A third bandit jumps into battle, but as the highwayman downs my atronach it explodes, burning everything.
- Lydia and I take advantage of this and lay our blades into their crippled bodies.
- The next room sheds light on how ruthless these bandits are; two butchered, Khajiit merchants are piled on top of their caravan like trash.
- We can overhear an orc mumbling to himself, his actions will not go unpunished.
- His armor melts as my atronach's flame burns him alive.
- A thug comes down the stairs and catches me in the back with an arrow; a close call.
- The bandit archer takes her last breaths as Lydia swings her axe.
- We head down to the kitchen to find the chef murdered infront of his over.
- Though Lydia and I don't feel right doing it, we need the supplies and take what we need from the shelves.
- We continue up the stairs and find a smoke filled room that leads back outside.
- Time for the prison....
- A thug and low-level bandit greet us with their blades as we enter, but my atronach and axe make short work of these savages.
- The room to our right is filled with barrels; a few apples for a stew.
- We continue on....
- Going down the stairs we find a doorway blocked with webs... I hate spiders.
- Two giant spiders emerge from their webs and Lydia and I are forced to deal with them.
- A wooden door(adept) is directly to our left, and behind it is our first chest.
- Bandits lie dead near egg sacks; I can only guess why.
- Lydia and I make our way back up the stairs and continue through the prison.
- A door atop the stairs leads to the captain's quarters; anything to get out of this place.
- We pass through the door and can hear a bandit singing about his plan to kill his leader, scum.
- My arrow strikes him in the throat before he can finish his song.
- The chief heard him fall and comes charging.
- My atronarch emerges from its plane of Oblivion and ignites the bandit leader's flesh.
- Our axes finish off the orc and she falls like the bandits before her.
- I pray at the Altar to Stendarr in the hallway and feel a weight lifted from my shoulders, my disease is cured.
- Lydia and I head down the hall and find a room with a large iron chest, and a ladder(Expert) leading back outside.
- After looting the chest my companion and I head back to the surface.
Chests/Bosses:
Chest1:
- Difficulty: Unlocked
- Loot: Gold(47), Lockpick(3), Potion of Healing, Silver Emerald Necklace, Dwarven War Axe
- Affected: No
Chest2:
- Difficulty: Unlocked
- Loot: Gold(90), Amulet of Dibella(+15 Speechcraft), Dwarven Bow of Draining(+20 Magicka Damage), Iron Mace of Sapping(+10 Magicka Damage)
- Affected: Possibly, the items are very useful against mages, maybe the dungeon used my armor and battleaxe as a trend to better equip me for a fight.
Boss Battle:
- Boss: Bandit Chief
- Weapon: Mace and Shield
- Playstyle: Battleaxe and Summoned Atronach
- Loot: Dwarven Shield, Banded Iron Shield, Gold(155), Steel Armor, Steel Helmet, Steel Cuffed Boots, Orcish Arrow, Dwarven Mace, Orcish Dagger
Noteable Items/Locations:
- Skillbook: Mace Etiquette: One-Handed: Found in the Captain's Quarters.
Comments
I can't used potions, so it has to be the shrines, or lyncanthropy... IF I choose to keep that after the quest-line.