I think any of those solutions would work. In my own game, the PCs bought horses and rode on ahead to the roadhouse, so they didn't see how the treasure was transported. But I had figured that Rezmir had paid Ardred Briferhew handsomely and fed him some tale about how they wanted to transport some things northward and they wanted to travel with the road crews so they would have an escort as far as the roadhouse.I'm just reading over Chapter 5 in anticipation for my next session, and I'm wondering something: How is it that the cult is able to transport their loot on wagons that ostensibly should only be carrying road-building supplies? Have they got agents in the High Road Charter Company who ensure the cult wagons aren't inspected? Have they paid off Ardred Briferhew to look the other way?
Did this come up at all in anyone else's game, and if so, what answer did you come up with?
I don't see why not.EDIT: As an aside, I was thinking that, since Leosin is technically willing to bribe the PCs with a ruby worth 1200 gp, what if I were to reward the PCs when they arrive in Waterdeep by having their factions give them 1200gp worth of equipment (like spell scrolls and potions and better weapons/armor or whatever)? They *are* risking their lives on behalf of the factions, after all. In fact, 1200 gp doesn't seem like very much at all, in that respect. I could always make it 1200 gp worth of stuff for each of them, rather than in total.
I figured the rewards in the adventure were left to the GM anyway, so I added quite a lot of monetary loot to the adventure, in addition to the various ways the PCs found of getting extra cash--gambling, mending broken pottery, getting bribes from cultists in exchange for not killing them...