Where do you go next?
10.3.e Head to a caravan company
You think that joining a caravan company might be an excellent choice. They handle the transport of goods and merchandise.
You go to the organization's headquarters, a large building with stables housing horses and other mounts, while inside bustles with merchants, travelers joining caravans for safety, mercenaries offering protection services, and more.
Approaching the front desk, you tell the attendant you'd like to join the Caravan Company, mentioning your numerical skills and showing your certification.
"Oh wonderful!" she says. "Your skills will be very useful! However, you can't work directly in accounting yet. First, you must prove your worth by accompanying at least one caravan trip. Everyone starts this way, but don't worry, it's nothing major..."
You agree enthusiastically. She informs you that an important shipment leaves tomorrow, escorting valuable goods to a city several days away.
You rest well that night, preparing for the big day!
The next morning, you join the caravan and meet your fellow travelers.
The journey begins smoothly along known roads. But on the third day, they must pass through a forest rumored to harbor bandits.
A safer alternative exists: A detour through an ancient, abandoned dungeon with a road. Entering, you see an underground river and remarkably preserved stonework.

Eventually, the main dungeon path is blocked by a collapsed ground, leaving two options...
Take the right path, with marks of fluorescent fluids, maybe a monster?
Take the left path, but it feels colder and unnatural, like haunted...
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