The party awakens in a cold chamber and must find a way out. Raised from a terminal fate, prepared to join the ranks of a powerful mage, the party has regained alertness before the final spells of control are laid. Ahead of them is a trap infested stronghold of power filled with minions of the Necromancer. And at the end, the dreaded Necromancer itself stands ready for a climactic battle.
The ruins of previous occupants wander through the halls - hungering spectors ripped from their mortal shells. A semi-sentient gas curls in the corners, ebbing and flowing according to an unknowable unnatural order. Those foolish enough to breathe its vapors are left stupefied and defenseless. And skulking through the shadowed halls are the Quicksilver Jackals. Bent to the will of the Necromancer, they are vicious and cunning, able to slide into any location within the lair.
The ruins of previous occupants wander through the halls - hungering spectors ripped from their mortal shells. A semi-sentient gas curls in the corners, ebbing and flowing according to an unknowable unnatural order. Those foolish enough to breathe its vapors are left stupefied and defenseless. And skulking through the shadowed halls are the Quicksilver Jackals. Bent to the will of the Necromancer, they are vicious and cunning, able to slide into any location within the lair.