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The Mender of Lantern Hole

The Unlicensed Reaches

RareBounty hunts · Act IIIAct III
From a bounty poster

Target: Jessamy Orrell, unregistered healer · 💀💀💀 · 125 silver

“An unregistered wild-magic healer hiding in the Reaches. Since Crown warrants carry no weight there, an Academy inspector is paying out of his own pocket to have her brought in alive and unharmed.”

Possible rewards: Mender's Thimble Surgeon's Chest Wellspring Stone

10 scenes. Choices with a requirement only appear when you meet it.

Lantern Hole

At a port1
Dock at Lantern Hole, the free haven where the healer Jessamy Orrell was last seen.
Lantern Hole is a smugglers' haven built inside a split sea-stack, lit day and night by oil lamps. On the docks, everyone claims they have never heard of any healer—yet the supply merchant who tells you so has a severe burn scar on his neck that healed impossibly clean, and so does the girl selling fresh water. A free haven does not hand its doctor over to a stranger waving a bounty poster.
  • Show the bounty poster openly in the tavern and ask where Orrell is hiding.
    The tavern falls dead silent from the doorway inward. By the time you reach the bar, someone has already slipped out the back to fetch the captain of the haven guard.
  • Have one of your crew fake a painful injury on the dock to see where they send him.
    Your bosun puts on a convincing show of agony. Within the hour, a dock child tugs at your sleeve and whispers to bring the injured man up to the net loft—alone.
  • [Surgeon] Have crewmate speak privately with the supply merchant as a fellow healer.
    Crew: Surgeon
    crewmate asks the supply merchant about the clean scar on his neck out of professional curiosity. The man chats warmly about their local healer for ten minutes before catching himself—and by evening, crewmate is guided up to the net loft with two free jars of healing salve.
    +2 flasks

The Captain of the Guard

Right away2
Guard Captain Brigid Tolliver—a scarred veteran with a mended jaw and one good eye—sits down across from you uninvited. "You're the second bounty hunter here this week. The first was Severin Cull, carrying a death warrant from a noble house whose heir our healer couldn't save. Cull's warship is blockading the channel mouth right now, waiting to butcher her if she tries to flee. You have until dusk to clear out of my harbor. Whatever happens outside the channel is your business."
  • Cast off immediately and confront Severin Cull in the channel.
    Captain Tolliver watches coldly from the pier as your ship casts off.
  • Propose a joint strike with the haven guard to clear Cull's warship from the channel.
    Tolliver fixes you with her single good eye. "And once Cull is sunk, you'll try to haul our healer off to your Academy inspector." When you don't deny it, she sighs. "Fine. One enemy at a time." Her two armed watch skiffs cast off alongside you, and her harbor pilot marks the hidden channel rocks on your chart.
    Reveal 2 waypoints

The Net Loft

Right away3
Inside the net loft, you find Jessamy Orrell—a thin forty-year-old woman with her sleeves pinned up, carefully setting a boy's crushed hand. Whenever she isn't casting, her own fingers tremble violently; wild-magic healing drains the caster's own body. She recognizes your trade before you say a word. "The Academy inspector wants to lock me in a white tower on the summit, healing bruised nobles until my body gives out. Severin Cull is waiting in the channel to murder me over a dying boy nobody could have saved. And you're the hunter who made it through the door. Decide fast—Cull is right outside."
  • Arrest her for the Academy inspector as your bounty contract requires.
    She washes her hands, finishes tying the boy's splint, and walks aboard your ship without resisting—while half the haven watches silently from the piers, memorizing your ship's name.
    −1 The Free Captains standing
  • Bring her aboard to slip past Cull's blockade first, and promise to decide her fate once she's safe.
    She studies your face, then nods. On the walk up your boarding ramp, she pauses beside your bosun, touches the bad knee he has limped on for years, and heals it on the spot.
    Heal 30 HP
  • Leave her safely in the net loft for now while you go clear Cull from the channel.
    She turns back to the boy's splinted hand. "Then you'll find me right here when the shooting stops. I never leave while there's work to do."

Cull in the Channel

Right away4
Severin Cull's black-hulled warship, the Last Word, blocks the narrow rock channel outside the harbor, a noble house's death warrant nailed to her mainmast. Cull hails you politely from his quarterdeck: "Good day, Captain! I am here for the healer's head, and I'm not leaving without it. Sail clear of my blockade—or tell me which building she's hiding in, and I'll pay you handsomely for the tip."
  • Fight him.
    Cull shrugs, steps back from the rail, and unleashes a thunderous broadside that echoes off the narrow canyon walls.
    Battle: Bounty hunters · Close rangeIf you win:+30 silver
  • Attack Cull's ship while Captain Tolliver's watch skiffs ambush his flank.
    Before Cull even finishes his hail, Tolliver's two watch skiffs dart out from the shadow of the cliffs and rake his stern—leaving his warship wide open to your broadside.
    Battle: Bounty hunters · Close rangeIf you win:+30 silver
  • Betray Jessamy and sell the location of the net loft to Cull for silver.
    Smiling pleasantly, Cull sends his purser across in a skiff with a heavy bag of silver.

After the Guns

Right away5
Smoke drifts across the quiet channel as the haven's lamps flicker back on one by one. Whether she was already aboard or walked out along the pier after the battle, Jessamy Orrell now stands at your rail with her sleeves pinned up, gazing down at the wreckage of the assassin's ship. "Well," she says quietly, "that takes care of the man who wanted me dead. Now what does the hunter who wants me alive intend to do?"
  • Keep her aboard and deliver her to the Academy inspector for the bounty.
    She nods calmly, accepting the verdict like a grim diagnosis. "Then let me tend to your wounded crewmen before we dock—the Academy won't let me near a common sailor once they lock me up."
    Heal 30 HP
  • Ask Jessamy where she would choose to go if she were free.
    She falls silent for a long moment—as if no one has asked what she wanted in years.
  • Honor your promise to hear her out now that Cull is defeated.
    A faint smile touches her lips. "You actually kept your word. Most captains forget their promises once the shooting stops." Before answering, she heads belowdecks and carefully heals every wounded sailor aboard.
    Heal 40 HP

A Little Silver

Right away6
The silver is genuine. Within minutes, Cull dispatches most of his best fighters in rowboats carrying lit torches toward the haven docks. Across the water, the haven's alarm bell begins clanging frantically as doors are barred. Leaving his warship nearly empty, Cull leans against his rail to watch the raid.
  • Pocket the silver and sail away while Cull's men raid the haven.
    You open your throttle and sail out of the channel without looking back as the alarm bell rings behind you—knowing every free haven in the Reaches will bar you from their docks for this betrayal.
    +100 silver−2 The Free Captains standing+1 heat
    The questline ends here.
  • Pocket the silver, then ambush Cull's undermanned warship while his boarding party is ashore.
    You fire a point-blank broadside straight into the Last Word's hull. Cull spins around at his rail with a look of genuine shock.
    +40 silverBattle: Bounty hunters · Close range

Inspector Venn

At a port7
Deliver the healer Jessamy Orrell to Academy Inspector Venn.
Academy Inspector Aldric Venn awaits you on the pier beside a windowless carriage and two gray-coated orderlies. A tired, meticulous man, he inspects Jessamy's hands for injuries before even greeting her. "Unharmed. Excellent. Mistress Orrell, you will be provided a comfortable suite, a walled garden, and every courtesy while you heal the patients the College assigns to you. It is not a prison." Jessamy stares at the carriage door—which has no handle on the inside.
  • Hand her over.
    Venn counts out your exact bounty from his purse, thanking you the way a lord thanks a baggage hauler. As the carriage door clicks shut behind her, Jessamy doesn't look back.
    +1 The Crown standing
    The questline ends here.
  • [Quartermaster] Have crewmate demand a bonus for saving the Academy's prize healer from an assassin.
    Crew: Quartermaster
    crewmate politely calculates how much gold a master healer earns the College in a single year—and what a warship is owed for breaking a blockade. To end the argument, Venn pays the posted bounty plus a hefty bonus from a second purse.
    +40 silver+1 The Crown standing
    The questline ends here.
  • Refuse to hand her over and walk Jessamy back aboard your ship.
    Venn doesn't raise his voice as his unarmed orderlies step back. "This is theft of Academy property, Captain, and I will report it as such."
    −1 The Crown standing+1 heat

Where She Wants to Go

Right away8
"There is an uncharted pinnacle called the Still Water," Jessamy tells you, looking out over the rail. "An elderly caster lives there who teaches Control—how to channel healing magic without burning away your own bones. I've meant to go to her for six years, but there was always another injured sailor who needed me first." She glances back toward the harbor lights. "Or you can leave me here in Lantern Hole, or let me sign on as your ship's healer. Having a choice is new to me."
  • Sail her to the uncharted pinnacle at the Still Water so she can learn Control.
    She sketches the compass heading from memory—a chart she has clearly practiced drawing for years without ever getting the chance to use.
    Reveal 2 waypoints
  • Offer her a place in your crew.
    After reading your ship's articles, Jessamy signs onto your crew and sets up her medical kit in your sick bay—placing her enchanted mender's thimble on the shelf for all to use.
    New crewmate: Jessamy Orrell, Wild casterDevice: Mender's Thimble
    The questline ends here.
  • Leave her safely in Lantern Hole under the protection of the haven guard.
    Captain Tolliver meets you on the pier with a silent nod of deep respect. In gratitude, the people of Lantern Hole outfit your sick bay with a full surgeon's chest, refuse your coin at the chandlery, and press a generous purse of silver into your hands.
    Fitting: Surgeon's Chest+60 silver+2 The Free Captains standing
    The questline ends here.

The Still Water

Sail to The Still Water (2–4 passages away)9
Escort the healer Jessamy Orrell to the Still Water so the old caster can teach her Control.
The Still Water is a solitary stone pinnacle topped by a clear spring and a small cottage, where an elderly woman is hoeing a row of beans. As you moor, she straightens up and looks past your stern: a gray Crown Excise cutter has shadowed your wake out of the clouds, with Inspector Venn standing at her bow rail. "Captain," Venn calls out, "I would prefer not to settle this with cannon fire. Hand over Mistress Orrell at once."
  • Open fire and drive off Inspector Venn's Excise cutter.
    The Excise cutter clears for action with the practiced discipline of a crew that fights smugglers every week.
    −1 The Crown standing+1 heatBattle: Excise cutter · Long rangeIf you win:+30 silver
  • [Forged papers] Present forged registration papers naming Jessamy as your ship's licensed surgeon's mate.
    1 forged papers
    Venn reads the forged documents twice. He knows they're fake, but he also knows how badly a court battle over a registered ship's officer would go for him. "A licensed surgeon's mate. How remarkably convenient," he mutters, ordering his cutter to turn back.
    −1 forged papers+1 heat
  • Surrender Jessamy to Inspector Venn after all and collect the bounty.
    Jessamy looks once at the old woman, the clear spring, and the bean rows, then quietly climbs down into the Excise cutter's skiff on her own. Venn pays your bounty to the last coin while the old woman returns to her hoeing without sparing you a glance.
    +1 The Crown standing−1 The Free Captains standing
    The questline ends here.

The Old Caster

Right away10
The old woman's name is Yrsa, and she has not suffered a magical Leak in thirty years. After immediately putting Jessamy to work hauling water buckets from the spring, Yrsa wipes her hands and surveys your ship. "You brought me a promising student and kept those College vultures out of my bean patch. I pay my debts. You may take the ancient focus-stone that has rested in my spring since before the Charter—or choose another reward."
  • Take the ancient focus-stone from the spring for your Casting Room.
    Cool, gray, and the size of a bread loaf, the wellspring stone steadies the ambient aether in your Casting Room—allowing your mages to recover their strength much faster in battle.
    The questline ends here.
  • [Wild caster] Ask Yrsa to train crewmate in magical Control alongside Jessamy.
    Crew: Wild caster
    crewmate hauls water buckets beside Jessamy for a solid week while Yrsa offers terse, invaluable lessons in discipline. crewmate returns to your ship with far steadier Control, and Yrsa gives you a purse of silver that Lantern Hole had sent ahead for Jessamy's keep.
    +1 Control+60 silver
    The questline ends here.
  • Ask Yrsa to share her thirty years of sky-knowledge and local charts.
    Having watched these skies from her pinnacle for three decades, Yrsa charts every safe lane and storm pocket across the region—sending you off with fresh garden provisions and the purse of silver Lantern Hole sent for Jessamy's keep.
    Reveal 5 waypoints+90 silver+3 provisions
    The questline ends here.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord