Konrad will recover the silver, including and pieces of silver that the fisherman suspiciously has on him. (What would a fisherman be doing with silver out on his boat?)
"We're not going to kill you," Konrad replies. "Though we ought to for the slow death of starvation that you were willing to condemn your fellows to over the coming winter. It was not our perfidy that put you in this position, but your own. We didn't force you to doctor our beer so that we'd fall asleep; we didn't force you to break into the strong box and steal our money; and we didn't force you to flee in the night on a fishing boat. That was your own greed at work. But rather than kill you, we're going to let you go. And you'll have to live with the fact that winter is coming and you have no position and no money. Good luck with that."
"And as for you," he looks at the fisherman. "Be more careful who you accept silver from to make suspicious journeys. It may not always work out as you expect."
Then he'll put the fisherman to sleep without words or gestures.
Call to Slumber: 1D10 = [3] = 3; success - takes a level of Fatigue.
"But just in case," Konrad says once the fisherman is out, "I'm going to take a precaution." He takes a fishing knife and cuts off a small piece of his braies. Then he makes a small cut on one of the cook's fingers, allowing a few drops of blood to stain the fabric swatch. "I have some of your blood now. I'll be able to track you wherever you go. If you take any action against the covenant, we'll be able to strike back at you. So don't think of trying anything else foolish."
After resting 2 minutes, he'll cast Call to Slumber again without words or gestures, this time on the cook.
Call to Slumber: 1D10 = [2] = 2
After that, he'll cast his spells to change his height (I realized shorter is better than taller, since it's easier to fit into clothes that are too big than too small) and appearance:
Loss of a few inches of height: 1D10+35 = [8]+35 = 43 = 43/2 = 21.5; success, one Fatigue level.
Disguise of the new Face: 1D10+35 = [10]+35 = 45; possible botch
Botch Check: 1D10 = [6] = 6
1D10 = [4] = 4
1D10 = [5] = 5
1D10 = [3] = 3; no botch; = 35/2 = 17.5; success, one Fatigue level.
Also make his tunic different (and fit better):
Remake the Tunic
MuAn 10
R: Touch, D: Moon, T: Ind
Transforms a tunic. The substance and color must be preserved, but the shape and cut can be altered. An Intelligence + Finesse roll determines the quality of the new set of clothes; an Ease Factor of 6 is sufficient for a simple change, although the Ease Factor is 3 points higher if the new tunic is dramatically different from the old. The spell assumes that the clothing is in the main of animal origin — wool, felt, fur, leather, and silk — which is usually the case.
(Base 2, +1 Touch, +3 Moon)
Remake the Tunic: 1D10+21 = [7]+21 = 28 = 28/2 = 14; success
Finesse check: 1D10+4 = [8]+4 = 12; looks good
Rest in between to recover Fatigue.
Now he looks totally different and is even wearing different clothes. Good luck finding me now.
Make sure that the boat is tied up securely, have Prochorus turn back into a duck, toss the cook's clothes on top of him (also put him under whatever cloth the fisherman has for cleaning fish), and loosen the fisherman's bonds so that he can untie himself when he wakes up. Then beat feet out of there to the closest road/settlement/house to get back to civilization.
What about a stain of blood on a piece of fabric?
FWIW, even if that doesn't work, Konrad will still go through the process of taking the drops of blood. The cook certainly doesn't know how effective his blood will be for future enchantments.