Near end of Skeletons of Scarwall - GM Needs Advice [Spoilers]


Curse of the Crimson Throne

Liberty's Edge

I'm currently GMing 'Skeletons of Scarwall' and I've got a few questions - I'd be very grateful for any advice that people can give.

The party have destroyed two of the spirit anchors (Belshallam & Castrothane) but the other two, along with Mithrodar, have not been dealt with. They were on their way through the Donjon (with Sial & Laori) where they were likely to encounter Zev Ravenka, when they found the secret door in room 37 leading to the Star Tower. They went through it, managed to threaten Sial into 'volunteering' as the new curate, progressed down to the caverns, and encountered the gugs (the session ended there). They are all 13th level.

I'm a little concerned that they have missed out a large chunk of the adventure; unless I've missed something, there's nothing to stop them getting Serithtial and walking out with it, leaving Scarwall in Mithrodar's hands.

Am I right in thinking that only the main Star Tower door (area 40) is blocked by Mithrodar's continuing presence, and the secret door could be used at any time? Although it's a bit late to retcon now, I'd like to know I got that bit right.

Do the haunting effects (unhallow etc.) still apply in the caverns, or only above ground? Would a PC who died facing Kleestad have his soul trapped in the castle walls?

Assuming Zellara is safe and no PCs die (meaning they'd want to lift the soultrapping effect) is there any reason for them to stay, other than out of a sense of duty in destroying the evil presence? Do you think I should encourage them to clear it out (e.g. to gain XP and equipment), maybe via a message from Zellara?

Please let me know what you think.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Paz wrote:

I'm currently GMing 'Skeletons of Scarwall' and I've got a few questions - I'd be very grateful for any advice that people can give.

The party have destroyed two of the spirit anchors (Belshallam & Castrothane) but the other two, along with Mithrodar, have not been dealt with. They were on their way through the Donjon (with Sial & Laori) where they were likely to encounter Zev Ravenka, when they found the secret door in room 37 leading to the Star Tower. They went through it, managed to threaten Sial into 'volunteering' as the new curate, progressed down to the caverns, and encountered the gugs (the session ended there). They are all 13th level.

I'm a little concerned that they have missed out a large chunk of the adventure; unless I've missed something, there's nothing to stop them getting Serithtial and walking out with it, leaving Scarwall in Mithrodar's hands.

Am I right in thinking that only the main Star Tower door (area 40) is blocked by Mithrodar's continuing presence, and the secret door could be used at any time? Although it's a bit late to retcon now, I'd like to know I got that bit right.

Do the haunting effects (unhallow etc.) still apply in the caverns, or only above ground? Would a PC who died facing Kleestad have his soul trapped in the castle walls?

Assuming Zellara is safe and no PCs die (meaning they'd want to lift the soultrapping effect) is there any reason for them to stay, other than out of a sense of duty in destroying the evil presence? Do you think I should encourage them to clear it out (e.g. to gain XP and equipment), maybe via a message from Zellara?

Please let me know what you think.

First question: Is your group composed of characters who'd just walk out on the chance to destroy an evil of the size they are presented with?

Liberty's Edge

magnuskn wrote:
First question: Is your group composed of characters who'd just walk out on the chance to destroy an evil of the size they are presented with?

If they did, it'd be because their priority was to save Korvosa.

A thought I had was for Zellara to tell the party that by leaving Scarwall in its current state, the immense stored evil would make it easier for someone to find and combine the other parts of Kazavon, and hence was very important to deal with. Plausible? ;-)

Scarab Sages

How are you having Zerella not being trapped?
I thought she got sucked into the castle when the party enters it...?

Liberty's Edge

fray wrote:

How are you having Zerella not being trapped?

I thought she got sucked into the castle when the party enters it...?

They were very quick to react when Zellara came under spiritual attack on the causeway and withdrew immediately, saving Zellara. They buried the Harrow deck in the barbican when they entered the castle. They have returned there two or three times to regroup.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Having Zellara tell them that the evil of the castle needs to be destroyed seems like the way to go. What happened to Laori, btw?

Liberty's Edge

magnuskn wrote:
Having Zellara tell them that the evil of the castle needs to be destroyed seems like the way to go.

OK, I think I'll go with that. She's got them wrapped around her little ghostly finger as it is. ;-)

magnuskn wrote:
What happened to Laori, btw?

After Sial became the curate, Laori was invited to Zon-Kuthon's realm by Ildervok, and accepted.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Paz wrote:
magnuskn wrote:
Having Zellara tell them that the evil of the castle needs to be destroyed seems like the way to go.

OK, I think I'll go with that. She's got them wrapped around her little ghostly finger as it is. ;-)

magnuskn wrote:
What happened to Laori, btw?
After Sial became the curate, Laori was invited to Zon-Kuthon's realm by Ildervok, and accepted.

Okay, as written in the adventure, then. :)

Liberty's Edge

magnuskn wrote:
Okay, as written in the adventure, then. :)

Yep. It's a bit of a relief not having to worry about NPCs for a while. With Trinia and then the Brotherhood of Bones, the party have had at least one NPC hanging around for ages!

Liberty's Edge

Allow me to dissent just a bit, more as devils advocate (appropriate for the mod don't you think) than to truly dissent. If the party thinks that they need to get back to Korvosa as fast as possible, then by all means you may want to let them. Now, I would still have (I forget her name) the Asmede Devil and her cohorts engage the party. After all they are probably the only truly interesting thing to come to the castle in a couple of ages and they are taking the sword that destroyed her master.

The Demi-Lich is just plain out as it is sleepy and dosn't care if you don't bother it.

And don't forget that the castle still has numerous wandering monsters.

My first party did exactly what you describe, though they had taken out the Devils in the tower and the Danse Macabre as well. They were barely 14 when they walked out the door. I didn't see a lot of power drop.

If they get out of the castle without hitting 14 you can always pad Crown of Fangs with a few encounters. Not to mention the opportunities between Scarwall and Korvosa. Generate a group of Red Mantis or two and I am sure you can make up your xp and treasure drop. Make them work to get into the city, perhaps having to fight some Gray Maidens.

Its a bit Fluid as the party will have their own way of getting from Scarwall to Korvosa and then inside the walls.

Good luck to you.

Dark Archive

Yep I would agree with Brute, if the party doesn't want to go out of their way to undo the curse they don't need to. That and there's plenty of castle, dungeon stuff in Crown of Fangs. So skipping out on some might be a good thing. As for the XP thing well I would just bump em up to where you want them for CoF (unless you want to throw some other encounters at them)

Kudos to the party for managing so well. My group had a tough time of it in Scarwall, Still it was fun when they went directly to Mithrodar (they fell for the hag's ruse) and realized they hadn't a snowball's chance in hell.


Thirded. That module takes a LOT of time and it's been cited as promoting AP fatigue. Count your blessings, wrap it up and put in more missions for the resistance to boost their XP to make up for it.

Liberty's Edge

Thanks everyone for your advice - it's been a big help.

To keep you updated - I ruled that the castle haunting effects (unhallow, etc.) did not apply in the caverns, as it was outside the castle proper. However, I was undecided on what would happen to a PC's soul should they be killed - would it absorbed by Scarwall, or unaffected.

As it happened, one of the PCs died against the gugs, but fortunately the party didn't take any steps to contact/resurrect him, meaning I could delay my decision. When they faced Kleestad shortly after, I let their teleport spell work (rather than be dimensional anchored) to allow them to retreat, as I'm pretty sure a TPK was imminent. They returned (much better prepared) and we left the session with battle well and truly joined.

Our campaign has gone on a looong time (due to fairly short sessions, missed weeks, a break while two of us had young babies, etc.) so I'm going to go with the suggestion to wrap up Scarwall ASAP. I'll make it clear that they're not leaving their comrade to a horrible fate as a ghost trapped in Scarwall, and get them back to Korvosa quickly (with an XP bump if they need it).

Thanks again.

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