Let's see...
Most of the characters picked, well, not silly names, but names they thought fit the Black Company style naming conventions.
1. Silverblood: Noble. Poor fighter but best outfitted. Given temporary command of a small unit (10 other warriors outside of other PCs)
2. Wolf: Ranger.
3. Razorback: Weapon Master whose picked the Bastard sword to master in a two-handed style. Comes originally from the South, where the Black Company is going.
4. ?: New player whose character's name I'm drawing a blank on. He's just a striaght out fighter from the BC setting with longsword & shield.
5. Flame: Playing a wizard. Very brave player. Figures if he can get to 1st magnitude at 4th level, that he might be able to cast some psells instead of using his light crossbow.
Croaker approaches Silver and his men. Tells them of an alchemist paying good money but that the main force is still moving south looking for their origins but that if Silver wants to represent the Company, that he should ride out.
Gril leads them to the alchemist who I make a bit of an eccentric, ripping apart frogs with long jagged fingernails and he hires them for 100 gold, payable upon their return with the maps and other goods.
The party notices that all of the equipment that they're given looks like it's come from another company, perhaps one that tried to take the old man out...
Party moves east until Wolf sees the encampment of Sabib and his people. They decide to make their own camp and then head out in person to see what's around. A random encounter is called for and three bandits are rolled. I have them set up an ambush point. The ranger misses them, they miss the ranger. The others aren't so lucky and Razorback gets taken out in the surprise round due to the Black Company rules after missing his Fortitude save.
They finish them off and move back to the camp where one of the warriors, one "Knives", was actually a physician who got in bad with some people who make those who get in bad with him disappear. (Pretty much warrior with background of physician). He helps the healing move along.
The party then sets up five of their men in an area to rain longbow death down upon the encampment, but when they actually meet Andros, they form a bit of an alliance with him and decide to look around a bit.
They go to the village and take on the quest to get the reeds to cure the blood medincine. The sutu ambush the party with some traps and instead of running, the party fights it out. The ranger Wolf gets a short spear through the leg and takes a penalty to his checks, but they manage to win out and get the reeds and the friendship of the witch-doctor but the wrath of Malakar.
Now they're thinking about taking Andros up on his offer of exploring the secondary ruins, but don't trust Sabib or his crew.