TRIAL TWO
Trial Two — The Toll at Whitebridge
At last, your party reaches the Kobold River.
There is only one bridge.
Naturally, someone owns it.
Baron Grimsby, Lord of Whitebridge, has closed the crossing and posted guards at both ends. He claims this is due to “security concerns,” although the enormous chest labeled TOLLS suggests security may not be his only concern.
The Baron will allow your party to cross if you pay an outrageous fee.
You do not have an outrageous fee.
You do, however, have five heroes, several weapons, varying levels of social grace, and what is rapidly becoming a transportation problem.
Score Your Party
Add the score for each hero you brought with you.
Bard: +5 — Charms the Baron, flatters his guards, tells three lies, sings one song, and somehow gets everyone across for free.
Rogue: +5 — Discovers a poorly guarded side gate, an unattended key ring, and several opportunities that respectable people would call crimes.
Paladin: +4 — Produces the king’s seal, invokes royal authority, and makes the guards suddenly remember several laws they had hoped everyone had forgotten.
Scholar: +4 — Finds an obscure clause in an ancient charter proving the Baron is not legally allowed to charge the toll in the first place.
Mage: +3 — A little illusion magic goes a long way. Whether impersonating a royal inspector was strictly necessary is another question.
Ranger: +3 — Finds an old ford upriver. It is cold, unpleasant, and significantly less expensive.
Druid: +2 — Convinces the river to cooperate. The river remains somewhat unclear on why humans insist on building bridges.
Healer: +2 — Offers medical assistance to the guards and earns enough goodwill to make negotiations considerably easier.
Warrior: +1 — Stands behind whoever is negotiating and looks extremely persuasive without saying anything.
Barbarian: +1 — Suggests throwing the toll collector into the river. This does not solve the problem, but it does briefly improve negotiations.
Trial Result
19–21 points — Diplomatic Triumph
You cross the river without paying a coin, making an enemy, or being formally banned from Whitebridge.
16–18 points — Successful Negotiations
You get across with only minor threats, questionable paperwork, or light criminal activity.
13–15 points — An Awkward Crossing
You make it over the river, although several guards now know your names.
11–12 points — This Escalated Quickly
You cross the bridge.
There may have been shouting.
There may also now be wanted posters.
9–10 points — International Incident
The good news is that you crossed the river.
The bad news is that this is apparently how wars start.