Two hours before dawn, the heroes and the Sun Shaman head up to the top of Bolt Rock to sit around a focus fire and begin the ritual that will tie them to the spirit world. The group selected their friend and companion, Zellara, to provide their guidance to them. After two hours of sing-song chanting and wordless droning, the Sun Shaman slumps forward and Zellara appears from the fire. She tells the group she has a message for them, but that first she would like to give them a Harrowing.
The past reveals the Tyrant, the Mute Hag, and the Tangled Briar. She says that this is all representative of the tyrant Kazavon, his terrible rule over Belkzen, and his eventual death at the hands of the hero Mandraivus.
The present reveals the Winged Serpent, the Carnival, and the Keep. She says that the key to defeating Ileosa’s power lies within Kazavon’s former seat of power – Scarwall. It will not be an easy task, but a necessary one if they wish to be successful against the Queen.
The future reveals the Eclipse, the Betrayal, and the Dance. Upon seeing the Dance card, most of the group notices Zellara visibly pales. They recognize that card as representing Zellara, and as it appears in an opposing position must indicate something dire (but indistinct) awaits Zellara soon. She herself says nothing of it, but only of the Eclipse representing Zon-Kuthon and his agents, and that the group may yet again have to work with them to achieve their goals. It may also be inevitable that these agents may help or hinder, and possibly even betray the party, but that this eventuality is likely necessary.
She then tells them that Wisdom will be their ally in the near future, as will the ability to fight the undead. Zellara then sings a haunting message from the ancestors, and afterwards the heroes feel an upsurging in their souls as the spirits of the dead infuse them with energy to aid them in their quest.
Harrow Point Uses (4 Points)
Wisdom Rerolls: Spend a Harrow Point to reroll any one Wisdom-based skill check or Will saving throw. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Greater Turning: Spend a Harrow Point to infuse a channeling attempt—your effective cleric level increases by 2. You can spend up to three Harrow Points at once to perform a Greater Turning. For each Harrow Point you spend on your channel attempt to harm undead, your effective cleric level increases by an additional 2 levels, to a maximum bonus of +6.
Divine Wrath: Spend a Harrow Point to increase the strength of a divine spell as it is cast. This spell gains a +2 bonus on its save DC, a +4 bonus on its caster level check to overcome spell resistance, and a +2 bonus on any attack rolls needed to strike the target.
In addition, the card a PC draws during the choosing has special qualities during this adventure. Each of these cards is tied to a specific encounter in “Skeletons of Scarwall,” and when a PC who drew that card reaches that encounter, he gains a +2 bonus on all rolls modified by Wisdom and all divine spells cast by the character manifest at +1 caster level. These bonuses last for the encounter’s duration.
Ivan: The Winged Serpent
Gidion: The Queen Mother
Ali: The Midwife
Katarina: The Publican
Andi: The Mute Hag
The Spirit Blessing
Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each of the PCs (even if the item in question is not present at the blessing). If the PC chooses a weapon, it gains the undead bane weapon quality. If the PC chooses armor or shield, the chosen protection gains the ghost touch armor quality.
Infused Soul: The next time the PC fails a saving throw against a death effect, that effect is negated but the PC is stunned for one round as the spiritual energies in his soul are burnt away. This protection can save each PC only once from a death effect.