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Get the caravan clear of the crossroads - AI-generated fantasy Encounter

Get the caravan clear of the crossroads

Negotiation under pressure · Low · 8 players, level 15

Get the caravan clear of the crossroads

The caravan's survivors need to leave before the fighting returns.

Run the talk

Successes
0/4
Failures
0/3

Starts Neutral

Base DC 16

Success Kestrel shares the route sketch

Failure Kestrel refuses help and orders the caravan to bar the wagons


Party 8 players, level 15

System D&D 2024

Cheat sheet

The party wants

Learn what happened here and obtain safe directions, supplies, or a guide for the road ahead.

Success

Kestrel shares the route sketch, spare water, and what she knows about the two roads; she can spare one survivor to guide the party if they help move the caravan first.

Failure

Kestrel refuses help and orders the caravan to bar the wagons; the party must travel without its route sketch or supplies.
Clock
4 / 3
successes / failures
Base DC
16
Starts
Neutral

Read aloud

Say this

The caravan's lead wagon blocks the crossroads, its canvas torn and its wheels dark with blood. Survivors drag the wounded into the wagon ring while smoke lifts from demon ash and scorched ground. One woman raises a crossbow, then lowers it a fraction: “Name your business. We have no room for another fight.”

Who says what

They wantGet the survivors and their remaining supplies clear of the crossroads before either army returns.

LeverageThe caravan needs healing, water, and protection. The party can offer those, or explain why its route matters.

  • If the party offers healing, Kestrel sets down her crossbow and points out the worst injuries.

  • If asked about the fight, she answers plainly: “They wanted the water. Then the demons came.”

  • If anyone reaches for the locked dispatch box, Kestrel raises her weapon and demands they step away.

  • If the party threatens the wounded, she sounds the signal bell and ends the negotiation.

Maneuvers

DC 16Persuasion : offer practical help and ask Kestrel to share the route sketch.
DC 16Medicine : stabilize several wounded survivors; count as a success if the party does not use the effort to pressure them.
DC 15Insight : notice Kestrel watches the rear wagon whenever the mercenaries are mentioned.
DC 18Intimidation : make a hard demand; success advances the clock, but Kestrel becomes hostile if the party threatens the wounded.

What the party can use

Treat the wounded without demanding payment.
Help right the toppled wagon and free the road.
Offer water or food, then leave the caravan's stores untouched.
Explain whether the party plans to reach Esdale or Menathil.

The battlefield

Zones

  1. 1

    The crossroads25 ft

    Bodies and demon ash mark the road where the fight ended; the caravan has stopped here.

  2. 2

    The wagon ring25 ft

    Wagons are pulled tight together around wounded survivors and the caravan's remaining supplies.

  3. 3

    The northern fork25 ft

    The road forks toward Esdale's demonic fires and Menathil's wall of storm and mist.

What the party can use

A toppled wagon can be righted with a team effort, opening a clear path through the wreckage.
A burning supply cart can be doused with nearby water barrels, or pushed away from the survivors.
A cracked signal bell on the lead wagon can summon anyone still hiding in the nearby scrub.

Treasure

The locked dispatch box contains a worn route sketch and a few sealed letters; Kestrel will not surrender it without trust.

Media

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