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Memories of Holdenshire: A Persistent Pursuer

Highly upset by the party's escape, Captain Tariq—who still believes they murdered his sister Annika—personally tracks them down. Hearing about the wagon full of bedrolls, it does not take him long to deduce where the adventurers are headed and he quickly begins his own journey towards Halfpoint. 

If the party fails at an encounter on their way to Halfpoint, Tariq is their next encounter. Otherwise, he's the first encounter after they leave Halfpoint.

In his fervor Tariq did not properly prepare for the trip, nor did he bring backup. The adventurers notice both of these things right away when he makes his appearance.


Ahead you see a lone figure leaning against a horse that grazes sloppily as it pants. Seeing you approach, the traveler's shoulders seemingly sag in relief. The person—a human man, it seems, from his haggard appearance—wearily trudges towards you.

"Pardon the interruption, fellow travelers. If you've a waterskin to spare—you!" Recognition sparks in both your minds and his. Though he may be without his bright red cape and full-body armor, the sight and sound of him mourning over his sister Annika Crestveil is engraved in your memories and you realize this is Captain Tariq. "You murderous zealots!" he screams, all the exhaustion gone from his features and replaced with fury as he unsheathes a greatsword from his back, "I'll see you hanged for what you did to my baby sister!"


Although Tariq has drawn his weapon, adventurers with a passive Insight 12 or passive Perception 12 know he is posturing, mostly to ensure his own survival. As he hollers about how he will cut the party down one-by-one and haul them back in chains, the party can make a DC 15 group check  to convince him that they are innocent by using Persuasion, lie about their circumstance with Deception, or threaten him to back off with Intimidation.

On a failure, Tariq reluctantly lets them leave but only because he currently does not have the means to stop them.

On a success, the captain's resolve wavers—he lowers his weapon and voices that he is weary and doubtful of the party's claim, but if they are indeed innocent, there has better be evidence to prove it.

On a critical success, he realizes that there's no way the adventurers could have defeated his sister and promises to clear their names, but on a critical failure he becomes enraged and attacks (using the statistics of a knight with an AC of 15 from half-plate and one level of fatigue ). When engaged in combat, Tariq retreats after being damaged 3 or more times, using Disengage to flee, then mount his horse and ride off.


The Weirwood

Once the adventurers safely arrive in the Weirwood, they may either take some time to recuperate or go straight to seeking out the wisewoman. 


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