The bandit cave entrance is surrounded by rotting, severed heads, with one empty spot. Gideon can hear people idly chatting inside, so we head inside. Three men are playing guards in the front-most room, probably they should have been watching the entrance. Embarrassed by their failure, I guess, they immediately attack when we say hello. The swordsmen put two of them down, one rather permanently, and the third surrenders. He was smart enough for that, but is not terribly helpful. This isn’t an established bandit group, it sounds like, just transients that come and go as they will. He doesn’t even know who is in charge today, or how many people are here. The heads outside, he says, came from when the orcs lived here. He does have one interesting piece of information, Hesselwhite is here with a gang. He also says the hall aren’t trapped, so I get to hang back, if we’re trusting him. We leave him and the other live one tied up, and weaponless and head deeper into the cave.
The next room is full of crates and rugs, and two bandits in a rather intimate position. They scurry out of view, as I do the same. Someone shouts out that they are under arrest, but this doesn’t seem to accomplish anything. Eventually, Gideon just walks in and ties them up behind the crates. The things in here aren’t very interesting, except the rugs, but those are too big to carry away without a wagon. We do take the arrows away from the bandits, so they can’t get free and shoot us.
Down another couple hallways, we find a feast hall with six more folks. One welcomes us and invites us in. I guess we could look like bandits, such a strange group as we are. He, Cemund, offers us food and drink. Gideon and Ard accept his hospitality, while Tasha and I stay at the door, confused. When asked about the caves, he says they also avoid the undead. Hesselwhite, he says, brought along 8 other halflings with him, and plans to attack a wealthy caravan. Ours, most likely. They don’t hurt people here, they just don’t have anything, so they steal what they want. He says the gnolls got run out of their caves in another part of the valley, but he’s not sure by what.
We go to talk to Hesselwhite, to ask him politely not to attack our caravan, I guess. I unlock the door to their room, but I missed the needle trap and get jabbed by poison. Slim slows it down so it won’t hurt me anymore. Tasha opens the door, the halflings inside are already barricaded behind their beds, so I head back to a nook to hide until the fighting is done. Hesselwhite manages to run out past everyone and escape the cave, but we tie up the survivors. There’s a stone box in here, that also stabs me, I need to get some glasses or something, I should have seen that. There’s money, gems, and a warm-feeling hunk of jade inside. Gathering up the treasure, bodies, and prisoners, we head out. The other bandits don’t stop us. Slim and some of the other holy folk bury those they killed before we go back to town.
They give the prisoners to Sabine. We let the Chaka know about Hesselwhite and the danger he still poses, and then ask if he’ll take on Terak and Tasha to help us guard. He speaks with them and agrees for the return journey. Mouse buys the stone box from me, and gives me some pointers on spotting traps. We buy some paints to give to the kobolds, and argue about whether to investigate the undead or goblins next. Then we rest up for the night, leaving the question unresolved.
Heading back to the caves in the morning, Cemund and his friends almost rob us, but stop when they recognize us, then bail when stirges show up in force. I hide and get far away from that, but the swords folk put them all down. We get the talkative kobold to come out and accept the paints we brought him. He tells us that the undead cave is mostly orc skeletons, but that there are sometimes humans in weird robes, too. Those weird robed humans are who they stole the dragon egg from, about a month ago. Most of the time those humans go into the caves at the far end of the valley. Laramond wants them to paint rocks to start an art trade with the keep. Sweet child, the people would rather kill than trade with kobolds.
Terak really wants to go after the cultists, rather than the undead, but we’re not sure which of the end caves that is, so he gets overruled. The undead cave smells awful – rotting flesh is an aroma all its own. The left room is full of dead orcs, old dead humans, skeletons, and rats. Laramond says there are undead in the other direction, as everything here is full dead, except the rats.
The other direction holds a common area full of dead orcs as well, women, children, and men, all stacked up. The ceiling ripples with bats. Gideon, throws a dart at a corpse, he must have gotten bored. Skeletons rise up from the piles of bodies and lurch forward to attack. I get right out of there until the noise dies down.
Laramond says there are more undead behind a wall, and we find a secret door. It isn’t locked, so Tasha opens it. There is a small table and chairs, a large chest, and a chalk map on the wall. Slim steps inside and shadows rise up, but he scares it away. I come in to check out the box and get sprayed with blue powered ink – great! Now I can’t see Mouse until this all wears off. So embarrassing! The group takes all the money, and once lifted, I find a key beneath it. Well, that’s mine now. The map is of the area around, with all the dangerous groups we’ve heard about marked on it. Plus, what Laramond says is a Q in the northern forest, and a tower to the west, or is that east? It’s not really on the map.
The next room we find has large rats eating face-down orc bodies, so we close the door again. They want to go in and kill the rats, so I go back and hide under the little table while they do that. My hand is still a bit black with poison. There’s nothing but dead bodies in that room, and they insist on wading through the bodies in the other rooms, too. I get bit by some rats, and all we have to show for it is a jewel-encrusted sword-hilt. Then they decide to set the whole cave on fire to burn up all the dead bodies.
Before heading back to the keep to get my hand properly cared for, we make a tour of the other cave entrances. We find a wooden sign in the goblin language at one, smooth-worked blood red stone at another. A door with skulls nailed to it that invite us inside. And the foul odor of some great beast emanating from another. Right, so a couple options for the cult, and one Terak says we should Really stay away from. Back to the keep to rest. Is it time to take the Chaka to the southern border, yet?