Between the dungeon and the previous quest, Oon-la makes quite a bit of cash. Also pictured: I wonder if I'd have to pay royalties to Vester if I bought that (it's not possible to wear a red shirt under it, though). I do buy Oon-la a fur cloak to help with the cold, which you'll see in a picture soon enough.
The banks in separate kingdoms aren't connected, so we can't access the money in our Daggerfall account just yet. With this amount, though, we don't really need to.
I did try to go to the town for the Dark Brotherhood initiation... only too find it had taken just a bit too long. That locks us out of it, unfortunately. There's nothing we can get out of them, though, that we couldn't get elsewhere.
Oops. While pickpocketing people around town back in Kirkbrugh, I get caught! Perhaps Oon-la can speak her way out of this, though...
Your honour, the evidenccce againssst me isss forged! If the gauntlet doesssn't fit...
...That actually worked? Oon-la is released immediately...
Though a bit worse for wear (down to 1 hit point!), and there's still a reputation hit.
Policcce brutality! It'sss becaussse of my racce, I know it.
More questing for the Mages' Guild.
Including a new enemy, the spider. Their bite can paralyse, just like a Giant Cave Spider. Unlike Giant Cave Spiders, though, these are relative wimps, and don't use webs either.
Another new enemy: Crashes. Yep, this is Daggerfall, alright.
After jumping down a hole, the mummy isn't very far in at all.
Not much of a challenge, either, fortunately he doesn't get a hit in on me (which is good, they can cause disease with a successful hit). The wrappings are on him.
There's also a magic ring on a bard as we make our way back to the entrance; testing on a rat shows that it causes shock damage on touch.
Another new obstacle: Pits. These often lead to somewhere useful (I used one with slowfall to get to the mummy, though I forgot to get a screenshot of it) but since we found the quest item already we can just jump it. Oon-la doesn't quite make it to the other side, but gets far enough to climb up.
The next quest offered doesn't seem like an interesting one at the moment (I love the dialogue in this game, even as much as I've seen it already); let's see what else there is.
Such as training. It costs 200 per level, so doing this early on is a good idea; they can only train up to 50%, and only once every twelve hours. Doing this in miscellaneous skills (ones we didn't pick at character creation) is a good idea, since that prevents levelling from doing it (and thus making it more expensive). Also, the dagger needs to be repaired again.
Some little tidbits of information heard at the inn that night, before going to bed for intensive spell training.
The mages' guild also offers identification services. For example, the shirt gained earlier in the update turns out to cause silence on touch, which is very, very, very, very, very useful against spellcasting enemies.
More training spells (spot the actually useful, non-training spell!) and actual training...
And Oon-la is now level 3! Attribute gains go to intelligence, for more spell points. I actually should probably be putting some into endurance early on, now that I think about it...
While travelling to another town to do a bit more pickpocketing (Ten successful pickpockets takes some time to do when you forget to do it in a dungeon)...
Apparently we get a letter in the festival commotion. Another main-quest plot hook, actually.