20250730 Life on the upper Panther; slavers, smugglers, and necromancers
The crack of a whip and screams of pain coming from the east, echoed around the hills flanking the Panther River as we emerged from Bloodrun Cave. Troubling sounds, repeated over and over again.
“Someone has got to do a lot of good”, Elenya had said. I thought that’s what I’ve been doing all this time. I guess there is still a need.
With a laugh I said, “Ok, let’s go see what’s up”.
Climbing higher up the hillside we circled east until we could see Seran Camp below us. At least five Dunmer slavers were milling about in the camp. Two, most likely the leaders, wore expensive Eboron mail and plate armor. A worn path led east from the camp to a confinement pen holding Argonians. A sixth slaver patrolled the area near the confinement pen.
Well now we know why there were so many Argonian zombies in Bloodrun Cave. It didn’t take much thought to realize that the Dunmer slavers were offering the Putrid Hand an easy supply of subject matter.
The Ladies and I gave each other a look and silently decided to aid the captive Argonians. Waiting until the guard was not in sight, we snuck around the pen to find the gate. The Argonians inside the pen watched in silent anticipation as we attempted to unlock the gate. Their shoulders drooped as we realized that the lock required a key and we would not be able to free the prisoners.
We were about to turn away when a raspy Dunmer accent said, “Well, well if it isn’t the holy crusader himself.”
The guard was able to shout out half a word before the Ladies silenced him. The guard did not have the key on him. The key most likely will be held down in Camp Seran. With the advantage of surprise gone we advanced toward the camp.
Led by their Captain and Chief Guard the slavers met us at the edge of the camp. After a brief struggle Seran Camp was ours. Taking a rusty iron key from the body of the Chief Guard, we returned to the confinement pen to release the Argonians. Without a thank you they took off running toward the river.
Where were they going, we had no idea. Having gone through all this trouble to free the captive Argonians we decided to follow them to ensure their safety. They lead us to Deep Cover Cave on the muddy banks of the Panther River near the Halls of Lorn.
Once inside the flooded halls of Deep Cover Cave the Argonians thanked us for rescuing them from the Dunmer slavers. Here we found out that the Argonians we rescued belong to a large smuggling operation. To show their appreciation the Argonian smugglers offer to send word to their leader, Eidkee V’shiir in Blood Clot Cave. As a sign of trust between us, Eidkee V’shiir will open his vast inventory of illicit goods for sale. He will also buy stolen goods, you know, because he's a smuggler.
We thanked the Argonians and left Deep Cover Cave.
Blood Clot Cave, having been there before we knew it is just short ways up river from Deep Cover Cave. Since we are so close we might as well pay Eidkee V’shiir a visit. Last time we were there he wouldn’t even talk to us. In fact all the Argonians there kept telling us we didn’t belong and had better leave. Maybe this time things will be different.
Finding Blood Clot Cave was easy, the giant crabs patrolling outside the entrance made sure that we didn’t miss it.
Blood Clot Cave is as I remembered it, a dark maze of flooded tunnels that seem to go on endlessly. My Ladies were not happy at all. They kept making silly noises and floating in the water pretending to be drowning.
Our reception has indeed changed for the better. Instead of being told to go away, we are now addressed as “honored guests’. We found Eidkee V’shiir in his usual spot, the Blood Wound Deep section of Blood Clot Cave.
Once he learned what we had done for the captured Argonians at Seran Camp, Eidkee became very amicable. We spent hours trading all manner things at very reasonable prices.
It was late and the Ladies were getting restless. Thinking that Blood Clot Cave was too damp we thought finding a dry spot outside to throw down a bedroll would be more suitable. Heading west along the Panther River we passed several little islands, but none seemed to be to everyone’s liking. Near Kindred Cave to we found a nice little island. Would have been perfect had it not started raining.
We turned right around and entered Kindred Cave. Don’t know what we’ll find in Kindred Cave but at least it won’t be full of water.
Ever wonder what happened to the Universitum Arcanorum’s School of Necromancy after Traven banned the practice of necromancy? It moved here.
The problem started right after we enter Kindred Cave. We got as far as the sign-in desk when one of the faculty spotted us. A Keeper of the Dead and a Plaguebringer shouted commands and just like that we were being besieged by zombies, skeletons, wraiths, and liches.
Necromancers and their Argonian zombies fought us at every turn in Kindred Cave. We didn’t know what to make of it until we entered the main lecture hall. Seeing the hall filled with twenty-four seats, a lecture podium, and a goblin corpse on display told us all we needed to know. Kindred Cave was the new underground Necromancer training academy.
Had the lecture hall been full of students, we would’ve had a problem. Lucky for us class was out and Lector Antigonides Auguscle was alone, preparing for his next lecture on Goblin dissection.
Unfortunately for us twenty-four empty seats did not mean the student body and the faculty was gone for the day. Responding to the cries of the Lector, a Lady of the Dead and her student aid emerged from an adjoining room. Their arrival just delayed the outcome by a few minutes.
After defeating the necromancers in the lecture hall the Ladies and I went to investigate the room the Lady of the Dead had come from. It was a common dinning/study room with two long tables, six chairs each. Enough room to sit twelve at any one time.
To our right as we entered the common room was another door. This one led to the Winding Hollows. Winding Hollows a fancy name for the sleeping quarters, resident students or faculty? There was a physical laboratory classroom where a couple Master necromancers (MOO) were willing to gives us a personal tour of the facilities.
That was courteous of them but we drew the line when they called six liches and a wraith to give us a very in-depth and personal demonstration their dissection arts. Our objections were taken into consideration. There were no objections when we looted Winding Hollows.
Leaving Winding Hollows by the door we entered, we made our way back to the lecture hall via the common room. There’s an exit hallway leading to door beneath the lector’s podium. This door leads to the Runways.
In the Runways we found room after room of tombstones. We couldn’t read them, but we got the impression that details of failed experiments were recorded on each tombstone. Of course, there were more liches and necromancers attempting to make us the subject of their thesis that we had to deal with.
It was here among the tombstones of the Runways that we encountered a strange looking ghoul. The usual ghouls are hideous to begin with, but this one was covered with white fungus making it even more disgusting to look at. It wasn’t tough to defeat. A couple solid strikes with the Light of Dawn and it exploded like a puffball covering me in a fine white mist.
With the Runways cleared of necromancers and their experiments we looted the area and left. As we were leaving, we happened to pass by an Orc adventurer. Felt kind of sorry for the guy. He’ll be safe but he won’t be finding much loot here.
The Ladies are tired, I’m tired, and we all could use a bath. How about a swim in Lake Rumare? I know just the place.
Using our Stranded Light Transport spell we teleported to Elysium.