The Minister’s Clerk

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# Outline
## Players Information 
A youngish man, obviously bookish and not at all a warrior, approaches a group of adventurers in a tavern, and asks when they are leaving on their next jaunt. If it is within a few days to a week, he asks if he may join them. He will volunteer to contribute a fair amount to the stocking of the expedition.
 
If the group considers the proposition, a short, pudgy, pasty-looking individual will enter the tavern, and looks around. The young man shrinks down and attempts to make himself inconspicuous. The pasty-looking man departs. Within ten minutes, another group, obviously young nobles from their bearing, will enter. All are wearing green swordsmen's cloaks with brooches showing a white horse, rearing, and black calf boots - they also carry swords. Again, the young man shrinks down and attempts to fade out of sight.
 
## GM's Notes 
The young man is the former clerk of the Minister of Ports and Shipping. He has managed to accumulate a fund of evidence and information concerning the malfeasance in office by the Minister, and now wishes to get out of town to a relatively safe place, from which he can conduct negotiations with the various parties interested in recovering this information.
 
The pasty-looking individual is the Minister. There is a 65% chance he has spotted the young man with the group. If so, when the group leaves the tavern, they will be trailed and attacked by a group of a dozen cutthroats hired to eliminate the clerk. The clerk will be the prime target, but if the band of cutthroats finds itself getting close to even odds in the fight, they will most likely (85%) cut and run. If the odds drop below even for the ruffians, they will always flee.
 
The young nobles are members of the [[organization/young-stallions|Young Stallions]]. They are searching for the young clerk because they wish to expose the iniquities of the Minister of Ports and Shipping to the city as a whole. They actually intend to protect him from the Minister's attempts on his life, at least until they get the material he has hidden away (they do not think they should have to pay for it, however). There is a 40% chance the clerk will be spotted as he sits with the group. If so, they will swagger over and demand that the adventurers turn the fellow over to the Stallions. A refusal will likely provoke a fight (85%), which will cause the taverner to "cry the watch". 
 
The Guard will arrive in 2d4 melee rounds (30 seconds to 2 minutes), and will attempt to break up the fight - serious damage done to any Guardsman is cause for arrest (the young nobles know this, and will not use their weapons on the Guardsmen, only fists). 
 
Injuries to the Stallions, serious or light, will be taken as part of the game, but the death of one of these young noblemen would be a good excuse for a vendetta by his family, or a trial for murder (they are nobility, and rank hath its privileges).
 
If a fight occurs, sometime during the pandemonium, the young clerk will disappear. If all goes well and the group reaches their lodgings safely, the young clerk will offer to go to his own quarters the following morning (with adequate protection, of course), and secure the 500gp he has accumulated there. He will probably desert the party as soon as they pass through a town of reasonable size, where he feels he would be in a position to negotiate safely with both sides in this matter - he wants to sell the evidence to the highest bidder, and stay alive to enjoy his profits.
 
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### World Anvil Metadata
**Id:** 5b75e80b-e7db-4574-9278-52397711746f<br>
**Entity Type:** Article / plot<br>
**Category:** Haven Encounters and Scenarios<br>
**Tags:** FCoH-plot
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