You roll out the operatives, it's time to hit the fuckers on both fronts at once. You take it upon yourself to go for Count Terentius and leave the business in Ortfast to Captain Bukhar. He promises to do a good job of it, and you prepare to set off for the Count's distant estate...
258 S.I., Two Weeks Later
Though distant in terms of sheer mileage, the road to County Tarrent is fairly well-maintained and not particularly hostile to travelers even as the countryside itself grows wilder and eventually darker. Your destination in particular is located in the eastern hills of Ortfast, where the shoreline seamlessly transitions from unfriendly moor to sheer fjords, and where the subjects of Count Terentius lead uneasy lives under the long shadow of his castle.
You recognize the feel of this place, you realize soon after you've established communication with the rest of your operatives, who've either arrived separately to avoid suspicion or just seamlessly replaced an old crabby hermit fisherman or two (no shortage of those about, and disguising as one is as simple as getting a giant beard and ratty clothes). The people's eyes dart about nervously as they go about their day, the air feels a little charged, and even in your day or two at one of Tarrent's humble inns you overhear people chatting about strange dreams. Demons are afoot.
Well, not exactly afoot. AND NOT REALLY PROPER DEMONS EITHER subtler ones WEAKLINGS hardly alien at all
Like little house spirits. or like little doggies ABSOLUTELY DISGUSTING
A) You'll go for the direct approach. Call at the Count's castle and introduce yourself.
B) See if you can bend one of the Count's servants to your own will.
C) Look for allies among the townsfolk of Tarrent.
D) Get your operatives to probe the Count's castle for weaknesses.
E) Shake down the local demons to put the proper fear of Hez-Shalhoub into them.