Mount and Burn

Sailors, Surgeons, & Skirmishes

The party spent two days preparing to confront the Demon Bandits of Piran. Lord Ymir borrowed a workshop from the Lady Castiglione, and set about refining powder and building a large explosive. Lady Miadh recruited the sailors to come to the aid of Piran by promising them a share of any loot recovered from the bandits. She also sought medical supplies from the town doctor, who bravely offered to ride with the makeshift army to the rescue of Piran. Lord Igelström consulted the stars to find clues as to the bandit’s whereabouts.

The party set off first to Piran, and then struck eastward to the rolling hills beyond the village. Through good fortune, they happened upon a camp of rough looking men who were idling away the afternoon, weapons and loot close at hand. Unsure of whether these men were bandits or merely honest travellers (perhaps guards of some merchant caravan who had been instructed to stay with the wares as the merchant rode ahead to Piran seven months ago, only to be at a loss for what to do when the merchant failed to return), the party eventually decided to capture and interrogate them.

It turned out that though they were criminals, they had not had any dealings with demons nor Jacobo of No House. Lord Ymir preached to them of the importance of faith and honesty, while the others examined the bandits’ map. There had been no sign of other bandits, but when Lord Igelström divined the ley lines in the surrounding areas, they showed a great and terrible disturbance in the hills west of Piran, near the hideout of Jacobo of No House. The party decided to return to Lady Castiglione’s castle to rest from their exertions and decide what to do next.

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Sell-swords!

The party interrogated Jacobo of No House, and learned that he was possessed by demons (plural intentional). They removed all the stolen goods from his cave, and set fire to his summoning circle. Following this, they returned to Piran with their captive to rest for a day before going to find Lady Castiglione.

The Lady, it turned out, was hospitable and extremely wealthy. The party told her of recent events plaguing Piran and spoke of the town’s welcome to the shipwrecked. Lady Castiglione explained that though large, her resources were stretched. She asked the party for their assistance in cleansing the hills of bandits, demons, and demon bandits, in exchange for future considerations. The party accepted.

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[S] Strife!

As the party readied for battle against the blackguard Jacobo, two spectres flew from the walls, their eyes filled with rage, springing to his defence. Lady Miadh, borrowing Sir Hammarström’s sword, barely managed to fend off the bandit as the two faithful swiftly dealt with the imps, sending them back to the netherworld from which they had crawled. His minions banished, Jacobo surrendered. The party stripped him of his sword and bow, and tied him to prevent his escape.

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Shipwrecked!

Our heroes were travelling by ship when a seasonable storm took the vessel and dashed it against the rocks of the coast. The party survived with most of their gear intact, and through their efforts and a miracle of the smokeless flame managed to save some thirty sailors. They found themselves stranded in a small village of the Serene Republics, within the domain of Lady Castiglione.

Having recovered from the shock of the event, the party spent the next day in and around the town. Arrangements were made to repay the kindness and hospitality of the locals, with shipments of enough high quality food to feed the entire village for over a month.

That night, the village was beset by horrible spectres. The shades created havoc in the village, but also swarmed over the olive groves, stealing their produce. This did not escape the notice of Sir Hammarström, Lord Ymir, nor Lady Miadh, who gave chase. Unfortunately, their eyes weakened by some treacherous foul magic of the spirits they sought (and certainly not do to the backfiring of failed attempts to call upon their ancestral magic), the party did not notice a hole in the ground until they blundered into it.

The hole itself contained stocks and stolen goods, as well as the entirely honest and trustworthy hard-working loveable old hermit Jacobo. The party set itself for battle with the presumed summoner.

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