I first look down at the little gnomes, annoyed at the possibility of having to travel with all the questions and the stink of pesh. While thinking of a way to get rid of them, a thought occurs to me. You, I point at the one who talks to mules. Help us take the monk back to our caravan in your wagon. Then you can talk to Almah about the possibility of joining it's protection. I lower my volume to a spooky campfire story voice. There are gnolls out there you know. They may have heard us already. We have to be very quiet. Cutting off any further conversation by putting my finger over my lips.
If necessary I use my perform skill for the correct level of spookiness to ensure a swift, quiet trip to the caravan.
Perform:1d20 + 7 ⇒ (8) + 7 = 15