20250713 Merendin - I-SL, Bloodrun Cave - OOO
We left Fefandor Crater using the Stranded Light teleport spell to travel to Merendin. The Stranded Light is running fairly smoothly now. No real pressing matters that need attending to, at the moment.
As we always do, Kanaane and I discussed the paintings that my Ladies and I discovered since our last visit to Merendin. Kanaane informed me that I had found all of her paintings and paintings from other artists as well. She then mentioned her thoughts of hanging paintings in Merendin. Great idea, this place needs something to brighten up the cold stone walls.
(Imagine that, working a quest when I didn’t even know I was questing)
Asking around, I found out that not everyone shared that opinion. While most felt that the paintings added to the harmony of Merendin, Karashivuel felt they were unnecessary, and Tesserayiel had mixed feelings.
For Tesserayiel the Zendria painting brought back found memories of beaches, sunsets, and peace. It was a place of great importance to Tesserayiel, a place and time where she spent contemplating her existence, and what she wished to achieve.
But, Tesserayiel finds the medallion depicting her dressed in seductive lace to be highly embarrassing. Definitely not in line with the dangerous Golden Saint reputation she likes to maintain. Kanaane warned me not to bring it up but I asked Tesserayiel about the seductive painting anyway.
POW!
Next thing I knew I was fly through the air.
The next day after a much needed rest, the Ladies and I left Merendin heading north through the Blackwood Forest to the Panther River. We’ve walk this path many times before never stopping to explore the area. This time something was different.
A jaguar, friendly as a house cat, beckoned to us to follow. She led us to the roughly boarded up door of Bloodrun Cave and then disappeared into the Blackwood. Why? Was it the recently acquired Gift of Nature or was the jaguar actually a Khajiit? I don’t know but that’s the way it happened.
From the corpses lying around the cave entrance we assumed there were necromancers inside. Now I don’t have an objection to the practice of necromancy per se. It does help in the advancement of medical studies, after all. But, do they have to be so sloppy. Leaving their experiments lying around is just bad
Entering Bloodrun Cave we were greeted with a lush shade garden, the result of a magicka well opened by Snus and Better Dungeons. The extremely high concentration of magicka has allowed dense vegetation to completely cover the walls of the cave. To our fae eyes it was beautiful. Only Kaleah saw through the guise.
She warned that with such dense foliage in a dark cave, not only would footing be treacherous, but all this leafy green stuff could easily conceal enemies waiting in ambush.
Our love of the greenery was soon shattered. Not because of Kaleah’s warning. She was proven right in the end but because of what we found in a side room. We had taken a turn to the left wound our way through sleeping quarters, a room containing wheel barrels loaded with dead bodies until finally reaching the last room.
The Ladies recoiled in horror. We had stepped into a room where twenty rotting corpses hung from the ceiling like sides of beef (Better Dungeons).
Elenya looked at me pointedly and said, “Someone is going to have to do a lot of good to balance this evil.”
We turned around to go back to go the other direction.
Once back to where we started we turned right and continued on in that direction. In one densely overgrown room we passed by two Ayleid stepstones. At that moment Sinbal Tavakrabi, a MOO necromancer, leading two initiates, an Argonian zombie, and an Orc zombie (from Creature Diversity, the first I’ve seen), stepped out from the thick foliage.
While the Argonian zombie had me distracted, Sinbal Tavakrabi tried to drain the life out of me. That didn’t work out well for Sinbal. Credit my natural resistance to magic for keeping me alive long enough to destroy the zombie and drive the Light of Dawn through Sinbal’s chest.
The initiates and their minions didn’t fare well either. Kaleah, Elenya, and Pym handled them easily.
A short way further into the cave we descended down to the final chamber. Several members of the necromancer sect, Order of the Putrid Hand attacked us as soon as we set foot on the stairs.
The Putrid Hand Master (OOO) wielding a green-glass scythe summoned a lich before using chameleon on herself. Her two acolytes summoned an ancient shade and a bone-knight to the battle. To counter this evil I called forth the Midas angel.
The battle was fierce, filled with summoned auxiliaries. For a time the necromancers, by adding spectral knights and wolves to their list of undead warriors, were able to keep their undead minions between them and us. Playing my trump cards, the Sisters of Insanity and the dremora lord Markie came at my call.
The necromancers didn’t stand long after that. with the battle over we set about exploring and looting the main chamber of Bloodrun Cave.
Along the western side of main chamber, we climbed a stairway up to shrine dedicated to a long-forgotten champion. On an Ayleid style shrine platform sat an ornate coffin. Among other items the coffin contained 550 gold coins and a Tome of Lightning Touch.
Coming down from the shrine area, a turn to the right took us to a hallway leading to an Ayleid style stone entrance (Snus). Large rocks strewn along the hallway and dark gaps in the ceiling marble tiles above gave us pause. Was there a cave-in or is the hallway booby trapped? Six prisoner cages hanging from the ceiling didn’t help ease our minds as we cautiously made our way to the stone door.
Our attempts to open the stone door failed, the door would not open. Whatever caused the ceiling collapse must have damaged the stone entrance making it inoperable.
Unable to advance further we set about looting the place. Along the northern end of the western wall tucked away in a corner we found a Sphere of Nature (Phitt’s Artifacts).
Later, after sanitizing the area, we sat around the late necromancer’s sleeping quarters discussing the events in Bloodrun Cave.
Kaleah told us that early in the Second Era Bloodrun Cave was once a Dark Brotherhood sanctuary and served as a tomb for honored Dark Brotherhood members, including several well-respected Shadowscales. In particular, beyond the broken stone door lies the tomb of Ajum-Shei where Tumma-Maxath was defeated. It was sometime after that when the necromancers took up residence here.
The subject of the number of Argonian zombies came up. Why were there so many? We had no answer to that question. We fell asleep debating that issue.