Finding the Caves of Chaos

One more day of exploring the town, and suddenly there are two more armed people in our group – a tan woman and a dark man, both armed and armored – Tasha and Terak. They have been dismissed from their caravan as not needed now that they are back down from the north. That evening, Tala shares that she met another necromancer who says there is a cult in the caves around an old hidden temple. Slim has found out that in a forest south of the swamp there is a small forest full of giant spiders. And that it is stirges that are by the river. It is all too much, the caves are pulling everyone in.

So, in the morning, we head down the road to find out what all the fuss is about. It is only a couple hours down the road. It is rather a small valley with a variety of caves all around it, rather than a single entrance with labyrinthine tunnels and caves. This might not be as bad as I thought, we should be able to get in and out much easier than delving deep down below the earth unless the all connect and go downward. But it’s a forest, not a mountain. Please, Tymora, just this once.

The first cave to the north looks pretty sturdy from the entrance. But there’s a small helmet peaking out from behind a rock. I call out, but there is no response, so I toss a rock in that direction, but still nothing. I go take a look, and it’s a very shiny, unmoving kobold. What is that? I touch its arm and it explodes worms all over me. I am not embarrassed to say that I screamed, you would too if a dead kobold exploded worms all over you. Tasha burns the worms off me, that hurts! But I have a feeling keeping them would have been worse.

Everyone has come running at my screams, glad to know they still intend to protect me. The Chaka is still paying us, after all. The floor collapses at the first intersection. Was no one looking? Oh, none of them understand about traps and security. I push my way to the front, I hate it here. We find a room full of webs next, coated in lamp oil. Backing carefully out, while Slim uses a big stick to clear the room, just in case there is anything in there, I guess. There isn’t.

The other direction is a greased incline, so we secure a rope to keep the bigger folk from barreling down uncontrolled. There is also a tripwire that would drop a boulder. That could be useful later, so I just secure it to one side. Down the path and around some turns, behind a secret door, there is a room full of treasure! No, not really, just incredibly well-painted rocks, but they are surrounding a real-live copper dragon egg! But they are still incredibly pretty, so I trade out my sling rocks for ones painted like gems and gold. The group is confused about this egg sitting all alone, so we move on. The door had a really nice lock, and I don’t want to put it back just yet.

The next room has really beautiful red, orange, and black paintings covering the walls, showing kobolds worshipping a big dragon who is killing a person – perhaps the mother of the egg. There are a set of double doors here, but Tala finds another secret door, so we try that one first. It leads to a short passage, another door, into a living space with a collection of young kobolds cowering in a corner. Tasha offers them raisins, and the adults up on a ledge do not immediately shoot us. The little ones immediately begin to steal all the food we are carrying with us, as the adults come down to join. They begin dividing it up among the group, as we try to talk to them.

None understands us, but Gideon convinces them to take us to their leader. They take us back to and through the double door, where another couple dozen kobolds wait. One steps forward who can speak Draconic, so Laramond speaks with him, while I listen. Other folk of these caves attack them. They want paints in trade for information, but they already took our food. So they tells us which cave has goblins and hobgoblins, another has dead things, and the nearest cave has humans. We promise them paint and ink when we return, and head back out, resetting the tripwire, and leaving the egg alone.

The Road to the Keep

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.