The Forgotten Prison - Act 2

Through various means the party members have found themselves in a small village carved into the side of a small cliff in the desert. In the morning the sun illuminates the village, by noon it is hidden, and by evening it's completely dark.
As the party members approach townsfolk shutter their windows and lock their doors.

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Survival success: Players reach the town before the caravan, they arrive through the main entrance.
Survival failure: Players are unconscious when they're dragged back to the town, they wake up the next morning in a tunnel leading to the the village.
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Players that arrive by caravan regardless of direction will be confronted by Silas and asked to resupply the caravan's rations and water. He offers "more than enough gold to cover the supplies if you know where to shop" and he offers the name of a local merchant who can give them "quite the favorable deal". Silas will not take no for an answer insisting that the party take the money.
Very high stealth check
Succeed: The character is able to tail Silas to a secret meeting. He is meeting with a hooded figure and handing over a small book from his coat. The figure nods before walking into the shadows.
Failure: The characters lose sight of Silas in the tunnels behind the village.

There is one merchant in town who is willing to barter with any outsiders, if the party accepted Silas' offer they know how to find them. Barnaby is a haggard fellow of no more than 20, he works out of small hollow where the sun never reaches and no one bothers lighting with torches. Barnaby sells general goods and if the caravan is mentioned will offer a discount for "Silas' friends".

If the party purchases the rations for the caravan they will receive an oddly ornate chest for simple rations, inspection will show the chest is locked. If asked Barnaby will say he "learned not to ask what's in Silas' packages" and disappear into the shadows.

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Lockpick:
Success: Players are able to open the chest to reveal a salted meat that looks like dried squid and some bones.

Once the party is finished exploring the town, the towns guard will confront the party demanding to see their inventory.
If the party has the rations on them the guards will react in abject horror, refusing to directly touch the chest instead demanding you place it on a board or handling it with blacksmith tongs.
If the party was found in the desert the guards will claim they have the "heretic's brand"
If the party found their own way the guards will call them "the sands chosen"
Regardless of how the party arrived in town the guard will take them to the town hall