The Old Gatehouse

Eren 28 – Tolð 3, 652 DR: Dammon rides an Owler high into the battlements of the Old Gatehouse. The group crawls through the ruins in search of their comrade. Dammon meets a “friend” in the darkness. A company of unfriendly Dwürden instruct the group to leave. Cogham’s chest is found and thieves are confronted. A giant ship is found and lifedusk harvested.

Continued from To Make a Wizard.

Palídor, 28 Eren 652

The Owler swooped from the battlements, bowling through Kaithah. The group scattered, but the monster continued after her chosen prey, again lunging through the air and landing on her fully. Arrows and spears wounded the creature which tried to retreat to the air, but not before Dammon leaped upon its back for a ride up and over the gatehouse wall.

The group scaled the wall, found its nest, and finished the creature; but found no Dammon. On the next day they ventured down into the ruinous keep, to find their missing companion. Three floors into the keep, they found their friend sleeping in a hallway near a large door. Waking him they proceeded into the room where Dammon found some strange Dekàlan writings, a map-like picture, and a small black talisman. The group began to further their exploration but were confronted by strange Dwürden that forbade them continuing.

Back into the failing daylight of the outdoors the group continue northeast along the wall.

Alídor, 1 Tolð 652

Half-way through the next day the group encountered a group of disorganized thieves around a section of wall and a tree much like the one Jak was searching. After some combat, and the submission of their leader, Aras, the man gladly offered the tree to them for free in exchange for his release. Jak climbed the tree and found what appeared to be the chest he was searching for. Aras fled into the forest, making quick-work of Jak’s “knots”.

Kændor, 2 Tolð 652

A night and day of travel.

Malídor, 3 Tolð 652

The group came to a seaside harbor where they found a ruined ship sticking from the waves, about a hundred feet from shore. Adāe and Kaithah agreed to swim out to the wrecked vessel in search of Dammon’s lifedusk, the first true step in this quest of Wizardmaking. The tides and currents were very strong and difficult but the two managed to reach the ship. Waiting for dark they then went below deck and located a mold, which Kaithah nimbly collected, which they assumed to be lifedusk, before returning. Whilst swimming back to shore, Kaithah was caught in a riptide and smashed against several stones, some of which she was able to gain purchase of, others which she merely received a beating. Adāe swam out to save her and together they were able to reach the beach in relative safety. Camp was moved from the beach to the cliff top to avoid the rising tide. Dammon explained that speed is now of the utmost importance, so the group should rest well this last night, and make all haste for Oð with the morning’s first light.

Continued in The Wizardmaker.

Characters

  • Alcèrra Nàdrelan
  • Dammon Shroudson
  • Jak of Cænden
  • Kaithah Argentale
  • Mishara Mythdaras
  • Aras
  • Daggan
  • Familiar
  • Gurhn Nurdruun
  • Hreken Ornkaph
  • Idna Dylokur
  • Karanya
  • Kerajh Norkant
  • Rengr Nammuncreft
  • Teelun
  • Zuradun Nafth

Played: 14 Oct 1996