"Alright," Urgash says, "just slow down for a second. I surrender. Give up. Flying a white flag. Figures when I saw you lot last night at the tavern I would be in trouble. You have that face -- the one that snoops around. What do you wanna know, then? I'm just a lowly beginner smuggler. Haven't even delivered the goods.
"It's all there still in the crates," he says, pointing toward the boxes with the symbol around the room. You do notice that some are partially hidden by blankets and other boxes to make them inconspicuous. The coverings must have been knocked off or disturbed when he tried to flee or hide.
Cob gives chase, flying as fast as he can, after the Lessor Urgash, not knowing if he's important or not, but he did flee from Drexon and Eremoz.
If he can get within 30' of Lessor Urgash, he'll wag a finger at the fleeing carny, and say "Crispy honey,' casting Charm Person DC14 Wis save or charmed.
If Lessor Urgash looks to be charmed, Cob will call out to him as a friend, "Hey Urgash, where you headed? Why don't we have a chat instead?"
This post has potentially manipulated dice roll results.
Wisdom Save: 13
-
Cob, the one called lesser Urgash continues his run and enters the forest proper. He is still visible, but if you cannot reach him you would have a hard time searching him in the forest.
This post has potentially manipulated dice roll results.
Seeing that Lesser Urgash has too much of a head start into the woods, and sensing that his magic had no effect, Cob wheels around and returns to the tent sticking his head inside to see what Drexon and Eremoz are up to. Seeing that they're questioning the other man, Cob retreats back outside and walks the perimeter of the tent to see how the other man got past his companions.
Drexon, you look around and find one crate partially open, perhaps from faulty packing or from the ruckus caused by the escape attempt. Inside, you can see rows and rows of small clear vials filled with strange-shaped golden leaves.
{{Make a Nature check to see if you recognize this leaves.}}
"Mantagard," Urgash says. "I'm supposed to drop everything off in a warehouse. Don't know who gave the crates. It was just there one day after the performance with a pouch of 5 silver and a note saying thanks for the information as well as direction to deliver the crates if I want another 5 silver. I got another 4 set of crates bringing the total to 25 crates. Each set was always accompanied by 5 silver, a promise of another 5 silver upon delivery, and a note saying thanks for the information. Never seen a face."
"Don't waste your time chasing him," one of the people chasing the lesser Urgash with you says. "Wylis will bring him back. He's our best tracker." The person points toward a large hound being led by a woman looking exasperated at the fleeing Urgash. The woman pats her leg and points toward the fleeing Urgash. The hound takes off with the woman following behind almost matching the hound's pace.
Cob, as you give up the pursuit, you turn your attention to the place where you saw the lesser Urgash came out. You can see nothing but the tent's canvas, but you can feel something solid on the other side of the canvaa when you prod it.
{{Drexon, Mantagard is a city. Sorry if it is unclear.}}
"I don't know. The instruction is just to deliver it to a warehouse in Mantagard. Here, let me show you the notes."
Urgash slowly moves toward a cabinet, keeping a close eye on both Drexon and Eremoz, pulls five small notes, and gives them to Drexon. You can see that each of them is a short instruction and note of gratitude. Apart from the symbol of a wide trunk with many branches at the corner, there are no other identifying features on who wrote it. However, you can also easily see that the notes are written in the blocky letters used in newspapers.
We always pay our debt. Thank you for the information.
Five silver to keep the five crates safe. Another five silver awaits in Mantagard.
Deliver the crates to Tribun Warehouse #21.
"I don't know about any missing children. I'm not involved in that. We don't do that kind of thing around here. The boss has a code and we follow it. If the kids want to join us, then we'll let them and we'll nurture them. But never forcefully. The boss sure save my hide when I was a kid by taking me in."
As you converse, you hear the tent's flap whip open. A portly dwarf brashly steps inside the tent, slightly out of breath, with a furious scowl on his face.
"What did you do this time, Urgash?" The dwarf asks. He turns toward Drexon and Eremoz, and his scowl lessens a little. "What did he do now? Did he owe you money?"
“Of course, Mantagard!”, Drexon says as he takes the notes. He looks through them and thenhands four back to Urgash, keeping one.
He listens to Urgash claim his innocence with regards to the children, watching him carefully for signs of deceit.
As the portly dwarf storms in, he turns to face him with a smile.
“My apologies for the intrusion, sir. There was a little drama last night. I am not sure whether he drunk too much or just can’t handle his drink. But amends has been made so no need to take this further”, he says.
He then reaches out into Urgash’s mind. “Best get back to your drunken act. We will be watching you both, keep the crates and stay with the circus until they go to Mantagard. We will be back before the drop off”, he says telepathically, throwing Urgash a meaningful glance.
"Whilst we are here, might we borrow some of your time? You appear to have the bearing of authority about you", he says to the portly dwarf, motioning for the dwarf to accompany him outside.
Insight (on Urgash to see if he is lying about the children): 12+5=17 Intimidation (On Urgash so he does what he is told): 6+4=10 Deception (On the portly Dwarf): 8+6=14
Cob, as you tap and prod it further, you can feel the surface give inward. You push further and you notice that the tent flap split finely just at the edge of the surface, perfect for a person to come through without being seen. It seems that you have discovered a box or wardrobe with a false back and a secret exit.
After a few moments, you can hear a grumbling protest coming from the forest before the one called the lesser Urgash can be seen once again. This time, he is being pulled by his slightly pointy ear by the woman who chased him. The woman's hound walks beside her and growls at the lesser Urgash every time he complains loudly.
Drexon, you don't see anything that points to Urgash's involvement in the kidnapping. As far as he knows, he is speaking the truth that five crates were sent to his tent with the note and a pouch of 5 silver in exchange for information he had given. The set of crates came another four times after that. He seems to be genuinely confused about which information he gave and to whom.
"No worries, boss," Urgash says with a wide grin. He slumps back to the cabinet behind him and slips slightly before giggling. "All swell now. My new buddy here is a champion card gamer. Shoulda seen em, boss. Trounched us, he did. Paid em back my loan. Urgash has no debt anymore."
"I'm watching you, Urgash," the dwarf growls. He turns to Drexon and Eremoz and nods at them. "You better be sure that this problem between you and him is finished. I don't want any more problems coming to my troupe. Well, come on then. You want to talk, so let's talk. Follow me."
The dwarf moves back out without waiting for your reaction.
"Glad we understand each other", Drexon sends telepathically to Urgash, before looking at Eremoz and nodding to the exit, "We have an agreement, I will explain later", he telepathically sends to his larger comrade.
With that he follows the dwarf out of the tent and looks around to see where Cob went, whilst at the same time reaching for his crystal and whispering his words of focus ready for the interaction with the dwarf.
The dwarf leads Drexon and Eremoz into a large carriage at the other side of the encampment. All the way there, you notice that the people who have come out to see the ruckus show great respect and deference toward the dwarf. The dwarf, despite still showing his anger, replies to the greetings people said with the same amount of kindness shown to him.
The carriage that the dwarf leads you to looks unique and eccentric. There are plants growing from parts of it, even a little orange tree sticking out at the front, and you can see some small critters making their home on the roof of the carriage. The interior is also just as strange. It is akin to stepping into another world. You can see paintings of foreign landscapes that defy understanding -- twisting here and there, and some of the precious rocks displayed on a shelf seem to sing every time the dwarf walks nearby. At one corner, you swear you can see a vine waving at you.
The dwarf sits down on a small desk and motions you to find a seating place.
"Sit," he says. "Anywhere is fine. What can I do for you?"
Drexon wanders into the carriage and makes no attempt to hide his wonder at the things present.
"You have some wonderful items, you must have travelled far and wide", he says complimenting his collection.
He finds a spot to sit and does so, taking off his hat at the same time.
"I suspect that you are a busy person, so I will get to the point. We are due to go looking for the missing children from town later, having been implored by one of the parents to lend a hand. I am fully aware that there is nothing to really suggest that the Magisterium had any part to this, and we are not here to suggest otherwise", he says diplomatically.
"I just wondered if perhaps you have had any thoughts as to how your sigil came to be at the scene? Do you have any problems with any folk from town or in the area that would make you a target for someone trying to make it seem as though you are involved?".
He pays close attention to the dwarves body language and speech as he answers, trying to detect any falsehoods or information that he keeps back.
The dwarf lets out a heavy sigh and grumbles quietly when the missing children are mentioned.
"I'm the manager of the Magisterium," he says. "The name is Garran Swifthand. Yes, we know of the missing children. We have been suspected by the City Guards before when the third child went missing with the Magisterium's flyer around the area. They tossed our encampment but found nothing.
"Well, you've met the troublemaker of this troupe. Tristane Urgash and his younger brother, Dastan Urgash, are the two that always bring problems to the troupe. Before we get to Erdelun, we were asked to leave Hors Creek after both of them accidentally set fire to a manse when they were playing with fireworks. Before that, in Baravida they were seen streaking naked after a drunken night in town.
"When that third child went missing, the Urgash brothers were supposed to be giving out flyers to attract enthusiasm and increase ticket sales on the other side of town from where the child was found missing. How their flyer could end up across the town is anyone's guess, but it's easy to believe that the two of them were shirking their duty again to play jokes on each other. It just so happens that a child went missing at the same time, so we were suspected when the flyers were found near the area. If there is anyone targeting us, there's a high chance it's because of the Urgash brothers. Kidnapping, however, is not something they do. They're too gullible and naive to do something like that without being caught immediately.
"Did our troupe's symbol somehow end up in a scene of another missing kid? What is it this time? Another flyer? Because we stopped using that after the toss-up by the City Guards. No need to incriminate us further in case something similar happened and someone is really trying to dirty our reputation."
Drexon, so far, Garran seems genuine and open if not a little bit tired of hearing the same veiled accusation against his troupe. He seems to be angry at the Urgash brothers and it shows from his tone every time he mentions them, but he also looks worried about their safety in case the accusation proves to be true. You can see a great deal of care coming from him toward the members of his troupe. It is easy to see that he would fight anyone that tries to take his people away from him regardless of their flaws.
Drexon warms to Garran Swifthand, the emotions he exude washing over him unexpectedly.
"On this occasion it was a torn breast pocket bearing the burnt sigil of the Magisterium that was found. They also apparently found a scorched horseshoe track. Do all your performers and aides wear shirts with your sigil on the breast pocket? Perhaps you have seen one that has been torn, possibly in a scuffle where the assailant took the piece? Or does one of your troupe act as a seamstress or tailor that might have recently needed to repair a shirt? Or perhaps you sell shirts as merchandise for frequenters?", he says, letting his thoughts tumble out.
"And I am not even sure what a scorched horseshoe track means in truth", he adds with a shrug.
"I apologise for going on. I am keen to help you prove your innocence and mainly to return those children. I agree the Urgash's don't have it in them to do this, and I can see they are your main concern here. That is quite plain", he finishes with a shake of his head.
This post has potentially manipulated dice roll results.
Cob knocks around inside the wardrobe until he can find a way into the tent. Once inside he gives it a quick search to see if there is anything linking the smugglers to the kids. If not, he goes off in search of his companions.
"We all do," Garran says to Drexon. "It's our uniform during performances. Mostly it is the uniform worn by the food stall and game shop vendors, but we all have one in case we have to substitute for one of them. We're a family here, and what family doesn't have a little bit of a scuffle once in a while? But we have a code of conduct in the Magisterium. We act as one during performances. When the uniform has been shed, then the scuffle can begin if there are any. It's to keep everything professional to the public, you know. Maid Mary usually deals with our clothing. She's our hound trainer and trickshot archer, but dabbles in weaving and tailoring."
Cob, you part the secret flap and see a partially open back of a wardrobe. It seems to be a simple wardrobe with a false back connected to a secret flap on the tent. You have to wait inside the wardrobe for some time before you can hear the one called Urgash exits the tent.
Looking around the empty room, you find that it will be a hard and difficult search to find anything substantial. The tent is a mess of crates, boxes, clothing, and blankets. Apart from noting that some of the crates have the symbol of a wide trunk with many branches, you find nothing that will link the Urgash brothers to the kidnapping.
When you exit the tent once more, you barely catch Drexon and Eremoz following Garran into a strange-looking carriage on the other side of the encampment.
Drexon listens to Garran’s reply quietly and attentively.
”You have been very generous with your time and openness, Garran Swifthand. I wonder if I could impose upon your patience and request two things in order to try and wrap up this unfortunate business”, he says calmly, maintaining eye contact with Garran.
”The first is simple. Do you give us leave to have a word with Maid Mary to see if she has been asked to fix a shirt since the child went missing? In your presence if you desire of course”, he says firstly.
”And would it be possible for you to ask your troupe members to each present their shirt or shirts? That should show once and for all if anything is amiss”, he adds.
”Of course I have no means nor desire to compel you in either of these things. It is a simple and humble request”.
Persuasion: 1+6=7
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Cob, Drexon, Eremoz
"Alright," Urgash says, "just slow down for a second. I surrender. Give up. Flying a white flag. Figures when I saw you lot last night at the tavern I would be in trouble. You have that face -- the one that snoops around. What do you wanna know, then? I'm just a lowly beginner smuggler. Haven't even delivered the goods.
"It's all there still in the crates," he says, pointing toward the boxes with the symbol around the room. You do notice that some are partially hidden by blankets and other boxes to make them inconspicuous. The coverings must have been knocked off or disturbed when he tried to flee or hide.
Cob gives chase, flying as fast as he can, after the Lessor Urgash, not knowing if he's important or not, but he did flee from Drexon and Eremoz.
If he can get within 30' of Lessor Urgash, he'll wag a finger at the fleeing carny, and say "Crispy honey,' casting Charm Person DC14 Wis save or charmed.
If Lessor Urgash looks to be charmed, Cob will call out to him as a friend, "Hey Urgash, where you headed? Why don't we have a chat instead?"
-
Cob, the one called lesser Urgash continues his run and enters the forest proper. He is still visible, but if you cannot reach him you would have a hard time searching him in the forest.
"Keep a close eye on him Moss, if he tries to get away or you see any funny business, you know what to do", Drexon says to Eremoz.
He then wanders over top the crates and starts to inspect them.
"So where are you dropping these off? Who is your contact?", he asks as he does so.
Investigation: 5+7=7
Persuasion: 2+6=8
Seeing that Lesser Urgash has too much of a head start into the woods, and sensing that his magic had no effect, Cob wheels around and returns to the tent sticking his head inside to see what Drexon and Eremoz are up to. Seeing that they're questioning the other man, Cob retreats back outside and walks the perimeter of the tent to see how the other man got past his companions.
Perception: 7
Drexon, you look around and find one crate partially open, perhaps from faulty packing or from the ruckus caused by the escape attempt. Inside, you can see rows and rows of small clear vials filled with strange-shaped golden leaves.
{{Make a Nature check to see if you recognize this leaves.}}
"Mantagard," Urgash says. "I'm supposed to drop everything off in a warehouse. Don't know who gave the crates. It was just there one day after the performance with a pouch of 5 silver and a note saying thanks for the information as well as direction to deliver the crates if I want another 5 silver. I got another 4 set of crates bringing the total to 25 crates. Each set was always accompanied by 5 silver, a promise of another 5 silver upon delivery, and a note saying thanks for the information. Never seen a face."
Drexon surveys the contents of the crate but isn't exactly an expert on flora. He pockets a vial, assuming one of his companions might know.
"Tell me more about Mantagard, what else is he interested in? Do you know anything about the missing children?", he asks
Nature: 2+2=4
Persuasion: 10+6=16
{{ Having a really bad run of rolls! }}
"Don't waste your time chasing him," one of the people chasing the lesser Urgash with you says. "Wylis will bring him back. He's our best tracker." The person points toward a large hound being led by a woman looking exasperated at the fleeing Urgash. The woman pats her leg and points toward the fleeing Urgash. The hound takes off with the woman following behind almost matching the hound's pace.
Cob, as you give up the pursuit, you turn your attention to the place where you saw the lesser Urgash came out. You can see nothing but the tent's canvas, but you can feel something solid on the other side of the canvaa when you prod it.
{{Drexon, Mantagard is a city. Sorry if it is unclear.}}
"I don't know. The instruction is just to deliver it to a warehouse in Mantagard. Here, let me show you the notes."
Urgash slowly moves toward a cabinet, keeping a close eye on both Drexon and Eremoz, pulls five small notes, and gives them to Drexon. You can see that each of them is a short instruction and note of gratitude. Apart from the symbol of a wide trunk with many branches at the corner, there are no other identifying features on who wrote it. However, you can also easily see that the notes are written in the blocky letters used in newspapers.
"I don't know about any missing children. I'm not involved in that. We don't do that kind of thing around here. The boss has a code and we follow it. If the kids want to join us, then we'll let them and we'll nurture them. But never forcefully. The boss sure save my hide when I was a kid by taking me in."
As you converse, you hear the tent's flap whip open. A portly dwarf brashly steps inside the tent, slightly out of breath, with a furious scowl on his face.
"What did you do this time, Urgash?" The dwarf asks. He turns toward Drexon and Eremoz, and his scowl lessens a little. "What did he do now? Did he owe you money?"
Cob taps on the hard surface he's found on the other side of the tent fabric, probing for an opening.
“Of course, Mantagard!”, Drexon says as he takes the notes. He looks through them and then hands four back to Urgash, keeping one.
He listens to Urgash claim his innocence with regards to the children, watching him carefully for signs of deceit.
As the portly dwarf storms in, he turns to face him with a smile.
“My apologies for the intrusion, sir. There was a little drama last night. I am not sure whether he drunk too much or just can’t handle his drink. But amends has been made so no need to take this further”, he says.
He then reaches out into Urgash’s mind. “Best get back to your drunken act. We will be watching you both, keep the crates and stay with the circus until they go to Mantagard. We will be back before the drop off”, he says telepathically, throwing Urgash a meaningful glance.
"Whilst we are here, might we borrow some of your time? You appear to have the bearing of authority about you", he says to the portly dwarf, motioning for the dwarf to accompany him outside.
Insight (on Urgash to see if he is lying about the children): 12+5=17
Intimidation (On Urgash so he does what he is told): 6+4=10
Deception (On the portly Dwarf): 8+6=14
Cob, as you tap and prod it further, you can feel the surface give inward. You push further and you notice that the tent flap split finely just at the edge of the surface, perfect for a person to come through without being seen. It seems that you have discovered a box or wardrobe with a false back and a secret exit.
After a few moments, you can hear a grumbling protest coming from the forest before the one called the lesser Urgash can be seen once again. This time, he is being pulled by his slightly pointy ear by the woman who chased him. The woman's hound walks beside her and growls at the lesser Urgash every time he complains loudly.
Drexon, you don't see anything that points to Urgash's involvement in the kidnapping. As far as he knows, he is speaking the truth that five crates were sent to his tent with the note and a pouch of 5 silver in exchange for information he had given. The set of crates came another four times after that. He seems to be genuinely confused about which information he gave and to whom.
"No worries, boss," Urgash says with a wide grin. He slumps back to the cabinet behind him and slips slightly before giggling. "All swell now. My new buddy here is a champion card gamer. Shoulda seen em, boss. Trounched us, he did. Paid em back my loan. Urgash has no debt anymore."
"I'm watching you, Urgash," the dwarf growls. He turns to Drexon and Eremoz and nods at them. "You better be sure that this problem between you and him is finished. I don't want any more problems coming to my troupe. Well, come on then. You want to talk, so let's talk. Follow me."
The dwarf moves back out without waiting for your reaction.
"Glad we understand each other", Drexon sends telepathically to Urgash, before looking at Eremoz and nodding to the exit, "We have an agreement, I will explain later", he telepathically sends to his larger comrade.
With that he follows the dwarf out of the tent and looks around to see where Cob went, whilst at the same time reaching for his crystal and whispering his words of focus ready for the interaction with the dwarf.
Perception: 7+5=12 (Passive: 15)
Cob, Drexon, Eremoz
The dwarf leads Drexon and Eremoz into a large carriage at the other side of the encampment. All the way there, you notice that the people who have come out to see the ruckus show great respect and deference toward the dwarf. The dwarf, despite still showing his anger, replies to the greetings people said with the same amount of kindness shown to him.
The carriage that the dwarf leads you to looks unique and eccentric. There are plants growing from parts of it, even a little orange tree sticking out at the front, and you can see some small critters making their home on the roof of the carriage. The interior is also just as strange. It is akin to stepping into another world. You can see paintings of foreign landscapes that defy understanding -- twisting here and there, and some of the precious rocks displayed on a shelf seem to sing every time the dwarf walks nearby. At one corner, you swear you can see a vine waving at you.
The dwarf sits down on a small desk and motions you to find a seating place.
"Sit," he says. "Anywhere is fine. What can I do for you?"
Drexon wanders into the carriage and makes no attempt to hide his wonder at the things present.
"You have some wonderful items, you must have travelled far and wide", he says complimenting his collection.
He finds a spot to sit and does so, taking off his hat at the same time.
"I suspect that you are a busy person, so I will get to the point. We are due to go looking for the missing children from town later, having been implored by one of the parents to lend a hand. I am fully aware that there is nothing to really suggest that the Magisterium had any part to this, and we are not here to suggest otherwise", he says diplomatically.
"I just wondered if perhaps you have had any thoughts as to how your sigil came to be at the scene? Do you have any problems with any folk from town or in the area that would make you a target for someone trying to make it seem as though you are involved?".
He pays close attention to the dwarves body language and speech as he answers, trying to detect any falsehoods or information that he keeps back.
Persuasion (with Guidance): 10+6+4=20
Insight: 19+5=24
The dwarf lets out a heavy sigh and grumbles quietly when the missing children are mentioned.
"I'm the manager of the Magisterium," he says. "The name is Garran Swifthand. Yes, we know of the missing children. We have been suspected by the City Guards before when the third child went missing with the Magisterium's flyer around the area. They tossed our encampment but found nothing.
"Well, you've met the troublemaker of this troupe. Tristane Urgash and his younger brother, Dastan Urgash, are the two that always bring problems to the troupe. Before we get to Erdelun, we were asked to leave Hors Creek after both of them accidentally set fire to a manse when they were playing with fireworks. Before that, in Baravida they were seen streaking naked after a drunken night in town.
"When that third child went missing, the Urgash brothers were supposed to be giving out flyers to attract enthusiasm and increase ticket sales on the other side of town from where the child was found missing. How their flyer could end up across the town is anyone's guess, but it's easy to believe that the two of them were shirking their duty again to play jokes on each other. It just so happens that a child went missing at the same time, so we were suspected when the flyers were found near the area. If there is anyone targeting us, there's a high chance it's because of the Urgash brothers. Kidnapping, however, is not something they do. They're too gullible and naive to do something like that without being caught immediately.
"Did our troupe's symbol somehow end up in a scene of another missing kid? What is it this time? Another flyer? Because we stopped using that after the toss-up by the City Guards. No need to incriminate us further in case something similar happened and someone is really trying to dirty our reputation."
Drexon, so far, Garran seems genuine and open if not a little bit tired of hearing the same veiled accusation against his troupe. He seems to be angry at the Urgash brothers and it shows from his tone every time he mentions them, but he also looks worried about their safety in case the accusation proves to be true. You can see a great deal of care coming from him toward the members of his troupe. It is easy to see that he would fight anyone that tries to take his people away from him regardless of their flaws.
Drexon warms to Garran Swifthand, the emotions he exude washing over him unexpectedly.
"On this occasion it was a torn breast pocket bearing the burnt sigil of the Magisterium that was found. They also apparently found a scorched horseshoe track. Do all your performers and aides wear shirts with your sigil on the breast pocket? Perhaps you have seen one that has been torn, possibly in a scuffle where the assailant took the piece? Or does one of your troupe act as a seamstress or tailor that might have recently needed to repair a shirt? Or perhaps you sell shirts as merchandise for frequenters?", he says, letting his thoughts tumble out.
"And I am not even sure what a scorched horseshoe track means in truth", he adds with a shrug.
"I apologise for going on. I am keen to help you prove your innocence and mainly to return those children. I agree the Urgash's don't have it in them to do this, and I can see they are your main concern here. That is quite plain", he finishes with a shake of his head.
Cob knocks around inside the wardrobe until he can find a way into the tent. Once inside he gives it a quick search to see if there is anything linking the smugglers to the kids. If not, he goes off in search of his companions.
Perception for search: 15
"We all do," Garran says to Drexon. "It's our uniform during performances. Mostly it is the uniform worn by the food stall and game shop vendors, but we all have one in case we have to substitute for one of them. We're a family here, and what family doesn't have a little bit of a scuffle once in a while? But we have a code of conduct in the Magisterium. We act as one during performances. When the uniform has been shed, then the scuffle can begin if there are any. It's to keep everything professional to the public, you know. Maid Mary usually deals with our clothing. She's our hound trainer and trickshot archer, but dabbles in weaving and tailoring."
Cob, you part the secret flap and see a partially open back of a wardrobe. It seems to be a simple wardrobe with a false back connected to a secret flap on the tent. You have to wait inside the wardrobe for some time before you can hear the one called Urgash exits the tent.
Looking around the empty room, you find that it will be a hard and difficult search to find anything substantial. The tent is a mess of crates, boxes, clothing, and blankets. Apart from noting that some of the crates have the symbol of a wide trunk with many branches, you find nothing that will link the Urgash brothers to the kidnapping.
When you exit the tent once more, you barely catch Drexon and Eremoz following Garran into a strange-looking carriage on the other side of the encampment.
Drexon listens to Garran’s reply quietly and attentively.
”You have been very generous with your time and openness, Garran Swifthand. I wonder if I could impose upon your patience and request two things in order to try and wrap up this unfortunate business”, he says calmly, maintaining eye contact with Garran.
”The first is simple. Do you give us leave to have a word with Maid Mary to see if she has been asked to fix a shirt since the child went missing? In your presence if you desire of course”, he says firstly.
”And would it be possible for you to ask your troupe members to each present their shirt or shirts? That should show once and for all if anything is amiss”, he adds.
”Of course I have no means nor desire to compel you in either of these things. It is a simple and humble request”.
Persuasion: 1+6=7