Siege at Firemoth ( Quest ) Siege at Firemoth is a quest available in . It was added with official plug - in of the same name . Walkthrough . To start , talk to Sellus Gravius at the Census and Excise Office in Seyda Neen . Ask him about " Firemoth " , and he will set you up with a ship and a crew to sail there and re - take the fort . Then head out to the docks , where you will meet Aronil , Hjrondir , and Mara . Talk to Silm - Dar , the Argonian shipmaster there , and he will take you to the island . When you arrive , you ' ll find yourself on the northern edge of a circular ring of islands . Go either direction , and you ' ll soon start running into hordes of skeletons . There are lots of skeletons ( half of them archers ) on these islands , and more in the Keep , so you ' ll need to pack a good supply to last through them all . The Keep is on the southern edge of the ring , so either direction you go will work . If you take the western side of the ring , you might find a secret entrance which skips half of the dungeon , but you ' re also missing out on a lot of good loot , so it ' s your choice . The Keep itself is relatively straightforward . If you approached from the east , you ' ll first see two Guard Towers out front . There ' s very little of value in them , though they do provide a good respite from fighting if you need to rest , as there are no enemies inside . The exterior of the Keep is guarded by many archers on the walls , so you ' ll want to run in fast to take them down . You could try archery or magic to shoot them from the ground , but there ' s a lot of them , and they have advantage of high - ground as well as numbers , plus you ' ve got three relatively stupid warriors to protect if they haven ' t gotten themselves killed already , so the direct approach is most likely to keep everyone alive . Once you ' ve secured the area , you can either enter via the front doors , or through one of the doors in the two towers in front . They both lead to the same general area , but you can avoid most of the enemies via the tower entrances . From the main room here , you can go to the stairs at the back of the hall to reach the Upper Chambers . Inside is a corpse carrying a key which helps to gain access to the lower areas . Or if you want to avoid fighting , enter through the towers and just go down the stairs as low as you can go , avoiding the hallway that leads to the main room . The stairs to the Great Hall are at the bottom . The Great Hall is a very large , open rectangular room with lots of skeletons . There ' s nothing of real value here , but it ' s pretty hard to avoid having to fight every single one of them getting to the other side , and the doors to the Guard Quarters . Now you ' re in the Guard Quarters . One thing not to miss is just before the stairs leading to the next section , turn around to your right and examine the wall behind where you came in . You ' ll find a secret door and a passageway that leads to a room with a bunch of nice treasure in it . The door to the next section , the Dungeon , is locked . It ' s a 50 - point lock , or you can use the key if you got it before from the Upper Chambers . Once you enter the Dungeon , you ' ll be fighting rats . Lots of them . Not very difficult , except that there ' s over 30 of them , and all carrying diseases . This room appears straightforward , but instead of going straight through , look at the prison cell to the right of the stairs downward . You ' ll find a second secret entrance to the next section which gives you access to some more help . Either door from the Dungeon will lead to the Mine . If you took the secret door , you ' ll be in a passage with a lot of Violet Coprinus and Luminous Russula , and at the end , you ' ll find some reinforcements , a Khajiit archer named J ' Hanir . A short drop from this section will lead to the main part of the Mine , which is where you ' d have ended up if you took the other door . There are some Raw Ebony rocks here . Past the Mine are the Upper Caverns . A pretty much linear path leading down to the next section . Three skeletons here . The Lower Caverns are next . More Ebony , more mushrooms , more skeletons , and you ' ll notice as soon as you enter the door you would have come in through if you ' d taken the secret entrance from the outside of the Fort . This is yet another linear dungeon leading to the final section . The last area of this place is a tomb in the Velothi style , swarming with skeletons , and all led by Grurn , a powerful Lich . His primary attack is an area - effect shock spell , and he regenerates Magicka so fast that he can keep it up forever . His health also regenerates , so you need to kill him quickly or he ' ll just heal up again . If any of your companions have managed to make it this far , this is where they will almost certainly die . His spell does 100 points of damage over 5 feet . In addition , Grurn has a shield which gives him a constant effect Luck boost , which will make him somewhat hard to hit . Once you kill him , claim the prize , the Ward of Akavir . Return to Seyda Neen . If you don ' t like the shield , you can give it to Sellus Gravius for a 3000 gold reward and 2 points of Reputation . Or you could sell it to somebody else for more money — it ' s worth 5000 . Otherwise , just keep it .