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Memories of Holdenshire: Roadblock Ahead

Belton's fears are quickly confirmed when 3 scouts  approach, mounted on draft horses . They received word to return to Northminster for a briefing about some fugitives, but at the moment this is all they know—none of them realize that the people they are speaking to are the very criminals in question! The scouts ask the party about any rumors regarding what might have prompted their sudden recall.

If adventurers did not get spotted right away from being inside the wagon or hiding preemptively, the PCs can make Dexterity (Stealth) checks against the scouts ' passive Perception of 16. If spotted, they still get a chance to talk their way out of a violent confrontation.

During the conversation the party can make DC 12 Deception or Persuasion checks to sell whatever story they tell the scouts , but if the wagon suffered any malfunctions in the last act the DCs increase by 2. Belton goes along with the adventurers and says his leg wound came from, "a very nasty rabbit who has been dealt with," while patting his stomach.

If the scouts grow suspicious, they ask for each person's name and occupation. The PCs can offer up a bribe of 40 gold or more to get them to drop their line of questioning at any time. Violence— usually a last resort—is also a solution here, and should prove to be an easy combat encounter.

On the other hand, if the scouts think the party are harmless travelers they kindly remind the group that checkpoints are going up in the days ahead to catch the escapees, so they best move on before these blockades become a nuisance.


Wagon

The Journey =>