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<blockquote data-quote="ElectricDragon" data-source="post: 7888357" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">Adventure Hooks</span></strong></p><p></p><p>A merchant claims to have seen a band of skeletons dancing in the full moonlight on an adjacent hill. Luckily, they headed out away from his camp; but a band of adventurers need to deal with them. (A high level wizard cast <em>dance of the dead</em>, and the effect is still traveling around the area.)</p><p></p><p>Your party is awakened in the middle of the night with a feeling of cold and dread. An hour later, the feeling passes. A successful Knowledge (religion) check DC 15, allows the party to know they are within range of an Infernal Cesspool. A check of 20 or higher allows them to determine they are right on top of it. Dark centaurs attack.</p><p></p><p>Leaving the city, your party runs into a strange, dangerous, and powerful shadow. The spirit of the night is just the tip of the iceberg though as it signals that the artifact, Veil of Shadows, is close by guarded by a soulless knight (no soul weapon, no soul armor) bound to the veil.</p><p></p><p>A small town has hired your adventuring party to determine what is happening to their children. Many have gone missing in the last few weeks. A vampiric priest of Nethrancor is performing the <em>Hollow Night</em> ritual (he has gotten to the second sacrifice, still an animal, but since he has no pets, he intends to use the children for the next six sacrifices (he has captured and confined in a cage, six children from the town).</p><p></p><p>A necromancer has taken up residence on the outskirts of town. His tower is guarded by a wolf skeleton that the locals have claimed can cast spells. They urge the party to check out the evil magician and shut down his dark plans. [A necromancer, his bone mage wolf skeleton guard, and 3 shadow spies].</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7888357, member: 10778"] [B][SIZE=7]Adventure Hooks[/SIZE][/B] A merchant claims to have seen a band of skeletons dancing in the full moonlight on an adjacent hill. Luckily, they headed out away from his camp; but a band of adventurers need to deal with them. (A high level wizard cast [I]dance of the dead[/I], and the effect is still traveling around the area.) Your party is awakened in the middle of the night with a feeling of cold and dread. An hour later, the feeling passes. A successful Knowledge (religion) check DC 15, allows the party to know they are within range of an Infernal Cesspool. A check of 20 or higher allows them to determine they are right on top of it. Dark centaurs attack. Leaving the city, your party runs into a strange, dangerous, and powerful shadow. The spirit of the night is just the tip of the iceberg though as it signals that the artifact, Veil of Shadows, is close by guarded by a soulless knight (no soul weapon, no soul armor) bound to the veil. A small town has hired your adventuring party to determine what is happening to their children. Many have gone missing in the last few weeks. A vampiric priest of Nethrancor is performing the [I]Hollow Night[/I] ritual (he has gotten to the second sacrifice, still an animal, but since he has no pets, he intends to use the children for the next six sacrifices (he has captured and confined in a cage, six children from the town). A necromancer has taken up residence on the outskirts of town. His tower is guarded by a wolf skeleton that the locals have claimed can cast spells. They urge the party to check out the evil magician and shut down his dark plans. [A necromancer, his bone mage wolf skeleton guard, and 3 shadow spies]. [/QUOTE]
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