Cold-Blooded – Log 5: Swindlers, Spell Noise, and Unexpected Backup
Game: Skyrim Special Edition
Mode: Survival Mode
Difficulty: Adept
Survivor: Treads-Through-Cold (Argonian Mage)
Since I was already inside Swindler’s Den, leaving unexplored space behind felt inefficient. In Survival Mode, walking away from shelter and loot without a reason usually comes back to punish you later.
The den made its first impression quickly. Not all bandits are thinkers.
Swindler’s Den: First Contact
The first bandit I encountered ran headfirst into an object and failed to recover. No tactics. No awareness. Just momentum and regret.
I took the opening and moved on, but the den immediately highlighted a growing problem in my setup.
I’ve been trying to build the habit of casting Oakflesh before engagements. Armor is a scarce resource for a mage in Survival Mode, and temporary protection is better than none.
The downside became obvious fast.
Oakflesh is not subtle. Every cast echoed through the cave like an announcement. Sneak into a side tunnel. Cast Oakflesh. Instantly alert every bandit within earshot.
Effective defense. Terrible stealth.
Slow Progress, Sudden Panic
I slowed my pace, checking corners and backing out of rooms instead of pushing forward. Ambushes in enclosed spaces end runs quickly.
The plan unraveled when I realized one of the bandits was a spellcaster.
At the same moment, my magicka bar hit zero.
That combination doesn’t invite confidence.
I retreated, burned through health potions, and had a brief flash of panic about Lydia’s positioning. I half-expected to hear her death cry echo through the den.
It didn’t.
Lydia held the line.
Instead of collapsing, she pushed forward, absorbed the pressure, and removed the threat. No heroics. Just competence.
Loot Decisions and Rule Checks
With the immediate danger cleared, I slowed down and searched the den properly.
- Spell Tome: Candlelight
- Magic Staff: Unspecified, but functional
- Hide Helmet: Increased magicka
Candlelight isn’t flashy, but light matters underground when torches burn out and magicka management gets tight.
The staff prompted a rules check. There’s nothing in my setup that forbids staff usage. It uses magicka efficiently and gives me options when spells aren’t viable.
I equipped it.
I also upgraded Lydia’s loadout with heavy armor. She’s clearly earning her keep, and better protection keeps her standing longer.
The hide helmet turned out to be more important than it first appeared.
Cleaning House
The bandit leader went down without incident. The final member followed shortly after.
No dramatic finish. No close calls. Just a cleared den.
With Swindler’s Den secured, I turned toward Rorikstead to deal with unfinished business.
Road Encounters
On the road, I crossed paths with a member of the Imperial Legion.
I fully expected hostility. Instead, I got polite conversation and a casual suggestion that I should enlist.
I acknowledged it and moved on. Survival first. Politics later.
In Rorikstead, the Alik’r warriors confirmed their target and asked me to escort her to the stables outside Whiterun.
Why they couldn’t wait there themselves remains unanswered.
Testing Limits
On the return journey, I experimented.
The hide helmet gave me just enough magicka to successfully conjure a Flame Atronach. It worked, but the cost was steep.
This build needs more magicka if conjuration is going to be more than an emergency option.
Resolution in Whiterun
Back in Whiterun, I convinced the Redguard woman to go to the stables.
An Alik’r warrior was waiting. A spell was cast. The bounty was settled.
My share was modest, but clean. No guards. No complications.
Darkness was already setting in. In Survival Mode, that’s a warning, not scenery.
I headed for the inn and ended the day before cold or exhaustion could interfere.
End of Day Thoughts
I don’t have a clear plan for tomorrow.
But Swindler’s Den is cleared. Lydia proved reliable. My options expanded.
That’s enough progress for one day.
Video Log
No commentary gameplay footage for this log:
