
Two Hands Named
Solved the case of Two Hands.
Patron: Halvik Storn, in Dreskmark Market Square. The sheet asks for The Hand, The Head, Method. Each answer must rest on a finding; a lead only points you onward.
Usually heard from Corwin (“Ask Corwin what the quay will not say aloud”), or Halvik Storn (one matter at a time, while no other case is open). You need not wait for it: a case enters your casebook as soon as you hold one of its facts.
Gather the proof
Keep the order: a topic only appears once you hold the lead or the item it needs.
The answer
Show the case sheet
| Question | Answer | Proved by |
|---|---|---|
| The Hand | Brask Onnel | Onnel Carried It; Lot Needed The Manifest |
| The Head | Orsa Varn | Varn Marked It; Lot Needed The Manifest |
| Method | Inside Marked Lift | Lot Needed The Manifest |

The trap
These are true findings that point at the wrong story. Presenting a sheet built on them costs a segment of the day and the clean pass.
- Kessel Reputation makes a wrong sheet presentable (The Hand: Dunmar Kessel, The Head: Dunmar Kessel). “The quay has already settled it on Dunmar Kessel, the dockhand with an old pilfering name — easy to hang a missing crate on the man with the bad reputation.”
- Lone Thief Proof makes a wrong sheet presentable (Method: Lone Snatch). “At the lift it read as one man's work — a single laden hand-truck track off the crate-row, one set of bootmarks beside it, no second soul seen.”
Close the case
Stand beside Halvik Storn and present. When the sheet holds, Halvik Storn offers courses; the case closes, and Two Hands Named unlocks, once you commit to one. Any course counts; they differ in the morale and marks shown beside each. This run chose Convict.
