The Stranded Workers
Getting the Workers Aboard
The workers are frightened, not hostile. An honest explanation requires no check if the party agrees to take them to the safehouse. A character who demands control must succeed at a DC 15 Diplomacy or Intimidation check. Failure costs 1 Repair Failure as the argument wastes time.
Bringing the workers adds pressure to the safehouse but preserves a useful mining crew. Abandoning them does not stop the route, but reduces the twins' Trust by 1 if the party could reasonably have helped.