Turns out she's the dead vampire's wife, who insists he wasn't a vampire. After talking to her, I form the impression that the vampire hunter Raynil Draylas is nothing more than a filthy Dunmer liar (which of them aren't, though?). To track down Raynil, I head to Olav's Tap & Tack again and bribe and banter with the inkeeper, but even when he disposition is maxed he won't give me any information. Okay... Incidentally, the sneaky Dunmer is still in my room. I have better luck at the imaginatively-named 'Hammer & Axe', where the Neanderthal-esque Nord blacksmith tells me that Raynil is staying at... Olav's Tap & Tack. So that's why the inkeeper wouldn't spell the beans, I guess.
I try to pickpocket Raynil's key from the innkeeper but after several attempts give up - a guard arrests me every time. Similarly, I cannot get his disposition higher than 70, so he won't give me the key or get Raynil for me. I'll have to come back to this mission when I have a charm spell. Damnit!
I start 'Two Sides of the Coin' instead, which sounds interesting. The quest takes me to the dungeons of Bruma Castle, where I stumble across a silver sword which no one seems to be using. Perfect! For the quest, I end up siding with Jorundr as I don't like the way Arnora speaks to me - she's threatening and seems deceitful. Plus I figure I can get all of the money if I kill her, rather than half.
Arnora's lovely little cottage. Soon it will have a new red coat of paint.
Jorundr tells me where to find some hidden gold. His wife has been looking for it everywhere. Here
it is:
it is:
Yeah, real well hidden. Looks like Arnora deserved to die for being so incompetent. It's a rather modest stash of gold and trinkets, but combined with the gold from selling both of Arnora's massive amulets, I make a decent amount. The shopkeeper I offload the goods onto is selling some interesting simian-themed apparel:
Jorundr thinks it would be wise for me to leave town before the guards start investigating. I agree, but first I want to complete the Recommendation for the Mages Guild. Fortunately, it's a short and simple one which is just helping out with a harmless prank. Some of the students want help pulling a prank on the guild leader, which involves the staggeringly devious ploy of stealing one of her books and hiding it so that she'll spend weeks trying to find it. "It was a good idea wasn't it!" Errr, no.
I get given a 'mysterious note' by a Dunmer courier, which is from The Gray Fox. I intend to do the Theives Guild with Woodley as I've never done their missions before, so perhaps when I return to the Imperial City after gaining all of the Recommendations I'll pay him a visit.
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