[Moonday, 3 Arodus 4708 A.R.]
Flying on Rocky’s
back across the crater lake surrounding Scarwall, three of the Harrowed Heroes
are stunned when Goldcape suddenly veers the winged mount away and to the
eastern shore. The vanara hops off and
shouts for the others to dismount before stripping Rocky’s bulky passenger
saddle. “Thousand Bones is in trouble
and needs me!” she explains hurriedly.
“He’s been poisoned!” With that,
Goldcape leaps on to Rocky’s bare back and shouts for him to take to the
skies. In a matter of seconds, the pair
are no more than a distant speck in the sky heading southwest.
For The Reckoner and Anorak, the sudden change in plan is disastrous—not only did their transportation across the crater lake surrounding Scarwall (hopefully to an unguarded entrance) disappear, but their magical protections are waning with every passing moment. Fortunately, Yraelzin has the solution—a magical wand with the ability to teleport a small group of people short distances. With a flick of the wand and an arcane word, a magical doorway appears, and when the three step through it, they find themselves right in the middle of the 400’ stone causeway leading from the (orc-infested!) barbican on the southern shores of the lake to the front gates of Scarwall itself.
But if a stealthy approach were ever possible, it surely isn’t now! As the group manifest in broad daylight, loud signal horns sound from the upper levels of Castle Scarwall. Flanked by large statues of sinister gargoyles, the massive main gates of Scarwall begin to slowly open as a threshold portcullis rises. Worried they’re about to be trapped on two sides, Anorak glances behind to see that not a single orc is advancing along the causeway—their superstitious fear of Scarwall must be holding them back! But although the danger is coming from only one direction, it remains very real. Massive crossbow bolts as long as an arm begin to pelt down toward the Korvosans, and when the front gates of Scarwall are completely open, it seems like an army is ready to charge out. Led by a fearsome, lance-wielding skeletal warrior mounted on a nightmarish steed, a full dozen skeletal warriors are poised for battle.
With Plate’s help, The Reckoner turns briefly invisible and waits for his moment. It comes just an instant later as the skeletal knight charges down the causeway, his mount galloping at full speed even as its flaming hooves don’t seem to even touch the ground! The Reckoner unleashes a devastating blow on the rider, and Anorak jumps to the side with perfect timing so that, in an inexplicable turn of events, the skeleton is somehow hoisted on his own petard! With its rider crumbling into an inert heap of bones, the flame-hooved mount is no match for The Reckoner’s enchanted war-maul and is quickly dispatched.
Girded for war,
the troop of skeletal infantry march forward with relentless determination
under the cover of a rain of crossbow bolts launched from hidden arrow slits
above. Yraelzin is wounded multiple
times as Anorak and The Reckoner struggle to put into effect a plan they’d
privately decided on earlier: they want to turn some of Scarwall’s undead
defenders into allies! A magical wand to
control undead is crucial to this strategy, so Yraelzin and Anorak trade the
wand back and forth trying to get it to work as the skeletons attack. Two skeletons end up falling under their
control, but after several uses (and many failed attempts), magical feedback
makes it temporarily impossible for either spellcaster to use the wand. The Reckoner is forced to destroy the
remaining undead, with the only consolation being that the hidden crossbowmen
above seem to have run out of ammunition.
With two new allies
temporarily under Yraelzin’s control, the attackers stride forward without
further obstacle to the gates of Castle Scarwall. The massive doors stand open, but what lays
beyond them is shrouded in a darkness so profound that neither the sun’s rays nor
Anorak’s magical light can pierce it.
When the dwarf attempts to discern which magical auras are causing the
darkness, he’s almost overwhelmed by the sheer amount of necromantic energy
infusing the castle. A powerful curse
lays like a pall over Scarwall, a curse that cannot be lifted through mere
mortal magic. With the darkness beyond
emanating an almost palpable sense of menace and dread, only The Reckoner could
be brave enough to step in first.
Immersed in total darkness, a noticeable breeze rises into a gale around
him as vague shapes of abhorrent, distorted faces appear. The spirits of Scarwall’s restless dead tear
and pull at The Reckoner, until a sudden burst of spiritual power from within
drives them away!
Carrying within
themselves the final gift of The Harrower and the last, desperate hopes of the
Korvosan people, the Harrowed Heroes have breached Castle Scarwall.
May the gods have
mercy on their souls.
GM Commentary
For many sessions by this point, Goldcape's player (an adolescent) was pretty unhappy because the other two players (adults) rarely listened to his suggestions even though his were usually proven to be correct. The frustrations escalated to the point where the player wanted to leave the campaign, but we came up with the solution of having him serve as "Assistant GM" for the rest of Chapter 5. He reduced my workload by taking over various duties and running some of the minor encounters, while I focussed on the overall narrative and major encounters. It was nice having a sounding board given how complicated Scarwall was to run, and t worked out pretty well (even though it was a bummer of course not to have Goldcape around).
The control undead wand strategy took me by surprise. It was an interesting idea, but made for a *long* combat against the skeletons because neither The Reckoner nor Anorak were very good at Use Magic Device! Eventually they each rolled a natural 1 and couldn't use it for 24 hours. They did end up getting a few low-level minions out of the deal, but they didn't seem to have a well-planned strategy for how to use them. (I would have gone with trap-springers!)
As we had already has the big final scene for The Harrower, I gave the PCs her (final) special boons as a special moment when they went to enter Castle Scarwall. The one-time boon about turning a failed save against a death effect into a success turned out to be a pretty big deal!