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Skyrim:Amulet of the Moon The Unofficial Elder Scrolls Pages UESP

hrodulf's house

The unlocked door leads into an entry area, with a small room to the north and a short north-south corridor to the west. As you move west, an ash spawn will rise in front of you in the corridor. The room contains a table and two chairs, one mostly buried in ash and unusable, and two random potions of healing, magicka, or stamina on the floor near the table.

hrodulf's house

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Next to Hrodulf's body is an apprentice-locked strong box and a chest, both of which contain a decent amount of loot. There is an amulet of Mara and a gold diamond ring in the boat resting on one of the wharfs. Exiting through the trapdoor leads to the roof of the building's south tower, with an empty wooden platform nearby and two ash spawn on guard. A stone bridge crosses to the north tower, where another wooden platform holds a chest. It is possible to use the Whirlwind Sprint shout from the roof of the north tower to reach the roof of the other building to the northeast, and from there climb onto the roof of that building's tower.

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There are nine empty wine bottles in the southeast corner of the room. The two reavers you can hear talking are down at the far end of the room past some bookcases that are dividing the room. Against the south wall is a narrow table with two random potions, a potion of stamina, and a copy of The Lusty Argonian Maid, v2. A potion of minor stamina and a copy of The Lusty Argonian Maid, v1 are on the floor in front of the narrow table, next to a bed roll. Against the west wall is a large box with three lockpicks, a knapsack, a bottle of Nord mead, and a portion of horker meat on top.

Boat at Beach

To the west is a building with two towers and an unlocked door in the middle. To the north is another building with a single tower to the right and a key-locked door to the left. On the hill between Fort Frostmoth and the Wreck of the Strident Squall lies the charred remains of a shack called Hrodulf's House. Not much is left of the original interior and the house is seemingly uninhabited and partly covered in ash. When you approach the premises, two ash spawn will rise from the ashes and attack.

The Reavers

Along the east wall is a set of shelves holding three imperial helmets, two pairs of imperial bracers, two pairs of imperial light bracers, two pairs of imperial boots, and two pairs of imperial light boots. To the right of the shelves is another set of shelves holding an imperial armor cuirass, an imperial helmet, an iron mace, and an iron dagger. Along the south wall is a third set of shelves holding a troll skull, three books, three leather strips, and an East Empire Company strongbox. The courtyard has a thick covering of ash, in which a pair of empty stables and several archery targets and sparring dummies are partly buried.

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On the tower roof is an empty wooden platform, a trapdoor, and a leveled heavy armor helmet and a random enchanted cuirass next to the trapdoor. The trapdoor serves as a shortcut to the final confrontation with General Carius. Several trama root plants and scathecraw plants dot the surrounding area, and two heart stone deposits can be found east of the building. Two ash spawn will rise out of the ground near the caved-in wall and attack as you approach.

Items of Note

The third flight of stairs ascends to the outer wall of the fort, with an archway in the wall to the north. Passing through the archway into the courtyard will cause two ash spawn to rise from the middle of the courtyard, and you will hear General Falx Carius alert the guards to your presence. A third ash spawn patrols the wall above you, and a fourth ash spawn is on the roof of the northeast tower. You can climb the spiral staircase in the tower to reach the roof, but it contains nothing of interest.

Near his corpse lie a Broken Iron War Axe Head and Broken Iron War Axe Handle. On the seat of the nearby boat lie an Amulet of Mara and a gold diamond ring, suggesting he was going to propose to Bjornolfr. His journal reveals he moved to Solstheim and found an abandoned house where he took up residence. Not long after he began to hear noises coming from underneath the house at night. At first he began sleeping in the basement with a knife for protection, however the noises persisted so he began to tunnel deeper under the house to find the source of the noise. He found a large functioning Dwemer machine of some kind, but as time went on the constant rumbling eventually drove him insane.

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A chest is next to the boat, as well as an apprentice-locked strongbox and an apothecary's satchel. There are two spiky grass plants growing next to the body, with several more nearby. An apothecary's satchel, a bowl of glow dust, and a sprig of snowberries are next to the upper coffins on the right. Past the coffins is a doorway to a large room lined with twelve coffins, nine of which are lootable, with two more lootable coffins stacked in the middle.

In recent years, the City of Los Angeles has undertaken transformative restoration projects at both Hollyhock House and Residence A, the Wright-designed guesthouse also in Barnsdall Park. In 1927, Barnsdall gave Hollyhock House, 12 acres, and the Residence A guest house to the City of Los Angeles. When speaking to Kharjo, he will remark that the caravan was ambushed by a group of bandits.

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