Session 2: The Road to Castle Black
Chapter 2: The Road to Castle Black
Armed with knowledge from the library at Mithrandrir's Watch, the party joins a military escort on a four-day journey to Castle Black, where the diary of Eryndor, Malcath's former advisor, awaits in sealed archives. The road is haunted by cult activity, bandits, and unnatural fog. At the fortress, the PCs must earn access to the archives and confront a whisper from the darkness itself.
You stand gathered in the shadows of Mithrandrir's Watch. The days since you arrived have filled your minds with truths few mortals have heard, and fewer still survived to tell. A name echoes in your thoughts: Malcath. The fog creeps closer to the walls this night. Somewhere in the darkness, the answers wait.
B1. Mithrandrir's Watch, The Library
The chapter begins where Chapter 1 ended. The party has spent time in the great library, and Thvingwal Frostben is ready to share what he knows about the name they uncovered: Malcath.
Thvingwal Frostben
Race/Type: Dwarf | Role: Librarian
Personality: Scholarly, cautious, speaks with weight
Ideal: "Knowledge must be shared, but carefully."
Bond: Dedicates his life to preserving dangerous knowledge
Useful Information: Malcath was the elf king of The Sunken City. He sought godhood through Zarathen, a Void creature. He sacrificed his own people to achieve it. Tohu cast his soul into the Void. Eryndor was his advisor, the only one who survived. He fled to Castle Black and left notes there.
The old dwarf strokes his beard and looks at you with heavy eyes. "Malcath. I haven't heard that name in a long time. He was the elves' king in what is now called The Sunken City, a mighty ruler who wanted to become more than mortal. Zarathen, a creature from the Void, whispered promises of divinity. Malcath sacrificed his own people to achieve it." He shakes his head. "The goddess Tohu herself intervened. She couldn't destroy his soul, but she cast it into the Void. Now, after thousands of years, something stirs again." He leans forward. "Do not go into the darkness blind. Eryndor was the king's advisor, the only one who saw the truth and survived. He fled to Castle Black and left his notes there. Seek them first." Just before you leave: "Oh, I don't believe in these old legends, but better safe than sorry. Take this. I only have one part, but you might find the rest." He hands over a piece of parchment.
Development
Captain Aldric Vargbane's military escort departs in two days. The journey to Castle Black takes four days through desolate lands. The party can join the escort or travel alone, though the latter is far more dangerous.
Captain Aldric Vargbane
Race/Type: Human | Role: Military Escort Leader
Personality: Taciturn, professional, graying beard, weathered face
Ideal: "Duty above all."
Bond: Served at Castle Black for 10 years. Grimjaw (B6) was his former sergeant.
Useful Information: If shown Grimjaw's signet ring later: "That man was once my brother in arms. Tell me what you know, and I'll make sure the commandant listens."
B2. The Trade Road, Day 1
The trade road stretches through dying forests and abandoned farmsteads. Cult signs of "The King's Voice" become denser the further the party travels: symbols carved in trees, hanged bodies at crossroads, abandoned camps with ritual remains. The closer to Castle Black, the worse it gets.
The Dying Merchant
Day 1, Noon, Social/Moral Dilemma
Around noon, the party spots a figure by the roadside, a dwarf merchant sitting next to a dead ox and a stuck wagon loaded with trade goods.
Grimvar Frostben
Race/Type: Dwarf | Role: Merchant
Personality: Desperate but proud, refuses charity
Ideal: "A dwarf pays his debts."
Bond: Has traveled this road for 20 years
Useful Information: "People are disappearing. Organized. I've traveled this road twenty years. Never seen it this bad. And the hanged at the crossroads, they carry signs now. 'Traitors to the King.' What king?"
The party has several options:
- (A) Help him free the wagon (2 hours of effort), Grimvar pays 10 silver per PC and shares his information freely.
- (B) Buy his goods cheaply and leave.
- (C) Leave entirely, That evening, the party hears distant screams when wolves find him.
Development
Grimvar's information confirms the cult known as "The King's Voice" is active and organized. This foreshadows the crossroad scene and wolf attack on Day 2.
B3. The Misty Clearing, Day 2, Dawn
The Hunter's Witness
Personal Encounter for One PC
The chosen PC follows the tracks to a hidden clearing. A white stag, a divine messenger, stands motionless, watching. At its feet, beneath fallen leaves, lies a child's skeleton clutching a carved wooden figure.
If the PC touches the wooden figure, they experience a vision: darkness swallowing light. Children running through collapsing streets. A mother hiding her child behind a stone wall, whispering: "Run. Never forget." The vision fades. The stag bows its head and vanishes.
Development
If the PC takes time to bury the child (30 minutes), they receive Tanin'iver's Blessing, a one-time divine protection. The next time this PC would drop below 10 HP from damage, they are instead restored to 10 HP. When triggered, the PC feels a brief moment of peace and hears the child's voice whisper: "Thank you."
B4. The Crossroad, Day 2, Afternoon
The Hanged
The fog lifts enough to reveal a dead tree at the crossroads. Three bodies hang from the branches, swaying slowly in the wind. Around each neck hangs a sign with the same words: "Traitors to the King." The bodies are not soldiers or bandits, they look like ordinary villagers. A man, a woman, a boy no older than fifteen. Crows sit on the branches above, waiting. The air smells of decay and frost. One of the bodies, the man, moves slightly. A moan. He lives.
Three bodies hang from the tree. One, a man named Torvald, is still alive. Hidden in one victim's boot: a crumpled message. A successful tracking check (normal difficulty) reveals 10 or more people passed here two days ago, heading northeast.
Torvald
Race/Type: Human | Role: Former Scout, badly wounded
Personality: Terrified, grateful, weak
Ideal: ,
Bond: ,
Useful Information: Knows about "The King's Voice" cult. Knows the location of their camp. Can guide the party there if healed, but slows travel significantly.
B5. The Trade Road, Day 2, Night
The Wolf Pack
Combat Encounter
As night falls and camp is made, wolves attack from the darkness.
Creatures
| Creature | Count | HP | Armor | Attack | Damage |
|---|---|---|---|---|---|
| Wolf | 1 per PC | 6 | None | Bite +2 | 1d6 |
| Alpha Wolf | 1 | 14 | None | Bite +3 | 1d8 + knockdown |
Tactics
The wolves target the most isolated or weakest-looking PC. If the alpha dies, surviving wolves flee immediately. Fire frightens them for 1 round.
Development
The alpha wolf has rope burns around its neck, someone trained it. After the fight, tracks lead to an abandoned hunter's camp bearing the same crushed crown symbol as the hanged. The cult is using trained wolves to control the road.
B6. The Trade Road, Day 3, Dusk
The Fog Walkers' Ambush
Combat Encounter
As dusk falls on Day 3, the party is ambushed by bandits who emerge from the fog on both sides of the road.
Grimjaw
Race/Type: Human | Role: Bandit Leader of the "Fog Walkers"
Personality: Brutal, greedy, scarred face, enjoys intimidation
Ideal: "The strong take what they want."
Bond: Deserted from Castle Black. His signet ring proves it.
Useful Information: His ring bears Castle Black's emblem with "Guard the border" engraved inside. Evidence of treason, and a key to the commandant's ear.
Creatures
| Creature | Count | HP | Armor | Attack | Damage |
|---|---|---|---|---|---|
| Bandit (melee) | Half party (round up) | 5-8 | Leather | Shortsword +2 | 1d6 |
| Bandit Archer | Half party (round down, min 1) | 6 | Leather | Shortbow +2 | 1d6 |
| Grimjaw | 1 | 13 | Chainmail | Longsword +3 | 1d8 |
Tactics
Archers fire from elevated positions. Melee bandits rush from both sides. Grimjaw targets the strongest-looking PC. If Grimjaw falls, survivors flee.
Alternative Solutions
- (A) Pay 20 gold tribute, the bandits leave.
- (B) Bluff about reinforcements (hard difficulty).
- (C) Challenge Grimjaw to single combat, he accepts. His pride demands it.
Development
If Grimjaw is defeated and his ring discovered, Captain Aldric (if present) goes silent. "That man was once my brother in arms." The ring becomes leverage at Castle Black.
B7. Castle Black, Day 4
The fortress rises from fog like a monument in black stone. Built from dark granite that absorbs light, with high walls and iron-bound gates flanked by two towers.
The fortress rises from the fog like a monument in black stone. The walls are high and thick, built to withstand both time and enemies. The dark granite that gave the place its name absorbs the light, and even during the day, shadows lie heavy over the gates. Two massive iron doors block the way, flanked by towers where guards watch you with alert eyes. An officer calls down: "Halt! State your business and who sends you, or turn back!"
The Fortress Gate
Social Encounter
The party has several paths to entry:
- (A) With Captain Aldric's escort, Automatic entry, friendly reception.
- (B) Mention Thvingwal and Eryndor, Suspicious passage, escorted to the archivist under guard.
- (C) Show Grimjaw's signet ring, Immediate audience with the commandant, but under heavy guard.
Development
How the party enters determines their initial reputation within the fortress.
B8. The Commandant's Hall
The Commandant's Interrogation
Social Encounter
Commandant Vaela Stormgard
Race/Type: Human | Role: Fortress Commander, 50s
Personality: Stern, short gray hair, deep scar on left cheek, commands with iron hand but fair
Ideal: "Results matter more than protocol."
Bond: Lost three patrols in the last month to the cult. Wants answers.
Useful Information: Three patrols disappeared toward the Sunken City. Suspects an informant inside the fortress. Eryndor's documents were sealed 400 years ago.
Vaela wants to know everything about "The King's Voice," the deserters, and what the party seeks.
Development
If the PCs share honestly, Grimjaw's ring, cult evidence, Aldric's message, Vaela becomes an ally. She grants archive access and quarters. If they withhold information, she notices and refuses to help until they come clean.
B9. The Archive
The Archivist's Test
Roleplay Encounter
Maelon Skymningsvakt
Race/Type: High Elf | Role: Archivist, 600+ years old
Personality: Obsessive guardian, faded silver eyes, ink-stained hands, speaks with ancient weariness
Ideal: "The truth destroyed a city. It must be guarded."
Bond: Knew Eryndor personally. They were friends. Bears deep guilt, he could have followed Eryndor but chose safety.
Useful Information: Eryndor's section is locked behind a door marked with Tohu's symbol (a spiraling star).
Maelon refuses to open Eryndor's section without testing the party. He asks three questions:
- "Why do you seek the truth about Malcath?"
- "What are you prepared to sacrifice for it?"
- "If the truth shows you cannot win, what do you do?"
Development
If accepted, Maelon says quietly: "He was my friend. Make his sacrifice worth something." He opens Eryndor's section.
B10. The Chapel
Sister Mirenna
Race/Type: Human | Role: Young Tohu Priestess
Personality: Restless eyes, nervous, seeking validation
Ideal: "The gods speak through dreams."
Bond: Came to Castle Black to study old elvish inscriptions. Has had nightmares about a voice calling her.
Useful Information: If told about the party's experiences: "Then it's not just me. He is awakening." She will play a crucial role in Chapter 3.
Sergeant Greta Jarnskold
Race/Type: Dwarf | Role: Guard
Personality: Robust, braided beard-stub, rusty humor
Ideal: "The fortress comes first."
Bond: Instinctively respects Stone's Heart followers
Useful Information: Suspects someone within the fortress is leaking information to the cult.
B11. The Walls Facing the Sea, Night
The Shadow King's Whisper
Personal Encounter for One PC
You wake in the darkness. Something whispered your name, not from outside, but from inside your own head. The voice is like silk and shadows, alluring and cold at the same time. You know instinctively this is something ancient. Your feet carry you out into the night, up stairs, out onto the walls facing the sea. The wind is ice-cold, and the moon is hidden by clouds. But there, at the wall, a figure waits. Not a body, just darkness forming a silhouette. Where a face should be, two violet points of light glow. "At last," the shadow whispers. "We have so much to discuss."
Malcath's shadow stands at the wall, not physical, and it cannot be harmed. It speaks calmly, almost gently. It reveals: "The power you follow is only a spark of older forces. Zelgor whispered to me long before Zarathen. He is the darkness between the stars. Eryndor's testimony in the ruins shows the way."
The PC has several options:
- (A) Refuse, The shadow vanishes, information withheld. The PC sleeps uneasily.
- (B) Show interest, The shadow waits and may return in future sessions.
- (C) Accept, The PC gains enhanced darkvision and +2 to stealth, but hears Malcath's voice under stress. Corruption risk.
- (D) Attack, No effect. The shadow is not physical.
The Complete Recitation
By the end of Chapter 2, the party may have collected all four parts of the Recitation of Chaos, an ancient ritual chant invoking the Chaos Dragons (Tohu, Tatsu, Leviathan, Tanin'iver, Taninsam). The parts were found at:
| Part | Title | Location |
|---|---|---|
| Part 1 | Invocation of the Sleeping | The Archive (B9) |
| Part 2 | Fire and Water | The Crossroad (B4) |
| Part 3 | Storm and Soul | Mithrandrir's Watch (B1) |
| Part 4 | The Last Seal | The Archive (B9) |
What the Recitation means and what it can do remains a mystery, to be explored in future chapters.
What's Next
The party now possesses Eryndor's diary and its sketched map to secret chambers beneath the Sunken City's library. Castle Black can serve as a staging ground for the expedition ahead. In Chapter 3, the party descends into the ruins themselves, and nothing will be the same after.