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====4) Talking to the Innkeeper (Non-combat encounter)==== <u>[[Bert]]</u>, the Innkeeper (NG, Human Male) is a gruff but friendly local who owns The Rusted Crown. Recently, his inn has seen a sharp decline in patrons, except for a few shady figures. Bert is well-liked in town but keeps his ear to the ground and has picked up on whispers of darker dealings. Location The Rusted Crown is a worn-down establishment, its glory days long past. The common room is sparsely filled, with a single bard playing a slow tune in the corner. The patrons, most of them travellers and labourers, seem on edge, whispering among themselves. Roleplaying Hook Bert is concerned for his town and tells the PCs about the shady types who have begun frequenting his inn. He suspects something is going on beneath the surface but hasn’t pressed too hard for answers. However, if the PCs ask the right questions, Bert opens up: *Recent Guests: Bert is suspicious characters have checked into the inn, staying only for one or two nights before disappearing into the forest or town. Some are connected to the Web of Knives, and one particularly quiet traveller matches the description of a man seen near the graveyard at night. *Strange Packages: A few nights ago, one of Bert’s barmaids saw a cloaked figure passing off small packages behind the inn, near the stables. He’s willing to show the PCs the area if they investigate. *Tension with the Mayor: Bert sympathises with Mayor Varn but believes the Mayor isn’t doing enough to curb the rising trouble. He mentions that Varn has been receiving mysterious visitors at odd hours. *if asked about “Fred” he will clam up. Persuasion check (DC15 - advantage with bribe >2gp) and he agrees to arrange a meeting the following night. Key Clues *The Packages: Investigating behind the inn reveals hidden parcels containing strange materials like bone fragments and blood-stained cloth, possibly linked to necromantic rituals. If examined with detect magic, the PCs can sense faint traces of necromancy. *Hidden Dealings: Bert can be coaxed into revealing more about the strangers if the PCs offer some sort of favour in return.
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