Chaka Joamar Synd had a call out for caravan guards, and I needed to keep moving. My reputation had not yet filtered into the city, but it couldn’t be far behind me. It was quite a crew who gathered to take on the job. I am very grateful he chose me over the clearly more skillful, but also obviously dangerous Hesselwhite. Some folks like the more dangerous folk to guard them, but it almost always ends badly. That bald wizard looked even more dangerous. Maybe he chose the best people, but what am I doing here?
There’s a man in odd clothing and two swords named Ard. A huge man with a big sword, who says he’s a priest, named Slim. A soft-spoken, silver-haired drow healer woman named Tala. A loud, gorilla of an orange-furred man in bright colors named Gideon. A pale fancy young wizard boy named Laramond, I wonder what he’s really doing so far from home. He says he’s looking for artifacts and knowledge, I think he might be trouble for me. Those kinds of people always want me to go places I shouldn’t. And a quiet man named Terak, who also carries a blade. At least I’ll be well protected on this journey.
Once all agree to the price and the journey, out to the keep on the border and back again. We settle in to eat and drink on the Chaka’s coin. Laramond admits that he dabbles in the darker arts, ethically, he says, and warns us that he has a large dead bat outside that will come with us. It is just as horrible as I expect the next morning. Tala promises to keep me safe though.
The journey is fairly quiet, through the intervening cities. Wolves attack one evening, but the swordsmen and bat chase them off, only killing one. One day out from the keep, we come across a bloodbath in the road. A full band of bandits have been torn asunder by who knows what creature with brown fur. Anyone who gets rid of bandits is good in my book. Better them than me.
We are met at the gate of Kendel Keep by Sabine, who warns us to keep our weapons sheathed while we are guests here. There are traders there from Ulgarth, and a toad of a man, perhaps from the north, but that’s the Chaka’s business. Sabine tells us about the Castellan, Devero, and the Magistrate, Jadaele. Laramond asks what work we might find in the Keep, and Sabine mentions that if we are the adventurous sort, there are caves further down the road. Teal, a young stablehand, gathers up our horses, as we head to the tavern, The One-Eyed Cat, for a quick meal. Wilf, Calista, and Jess are very kind, and Third looks like quite the capable bouncer.
The group splits up after that, to explore the town and see what there is to hear, and listen to what is being said. I have all I need, and do not want to call attention to myself just yet, but this feels like a nice place, maybe I could start a business here. Unfortunately, there’s already a locksmith – a nice young halfling named Mouse. He has taken over the town bank after some embezzling and other nefarious trouble with the banker who used to own it. He is very excited that we’ve already heard of the caves, The Caves of Chaos, he says, used to house a powerful lich, and there is much treasure, and many monsters in them. Offers to open any boxes we find for just a tithe of the contents – 10% of whatever is inside.
That evening the group of us gather for dinner and share stories. There is a girl missing from town, and maybe others. Lizardmen in the southern swamp. Bat-sized mosquitos by the river. The next day even more rumors abound. A Bee-Man in the forest. Bandits in the northern forest, being attacked by Gnolls. The missing girl’s father doesn’t want to talk about her with anyone, even his own brother. I wonder if she ran off with a boy, or perhaps the father was complicit in her disappearance.
There is much to investigate here, perhaps we can stay away from the caves and safe for a little while longer.



