Party has to go back to the dungeon they previously cleared. How has the dungeon changed after they killed everything? Have the carrion crawlers & rust monsters moved in to scavenge yet?
In addition to the usual scavengers, the dungeon has seemingly been remade into the lair of a necromancer, skeletons moving about on sentry patrols and also....tidying? Investigating further, the party are shocked when one of these undead servitors comes walking out to them with a heavy box and a letter clutched between it's yellowing teeth. The box is full of treasure, and the letter ( written in a sporadic hand and bearing a number of unpleasant stains) proclaims that the master of the dungeon is delighted to see them again, going on to say that the treasure is theirs to keep, but if they would hear its offer of further "collaboration" it would be delighted to meet with them within.
What the party didn't know going into the dungeon is that they were being followed by a death shroud, a symbiotic scrap of necromancy infused fabric that uses dismembered corpses to build a body of its own. Needing a constant supply of "fresh" parts to keep their corpse-raft from rotting out from beneath them, these creatures frequently attach themselves to bands of sellswords, growing in strength and mass as their bodycount rises. When the party cleared out this dungeon, they ended up leaving behind a buffet of death that their stalker couldn't bring itself to abandon, which ended up being a problem in the long term as it has exhausted its grisly larder long after the party had moved on to distant lands, leaving it with no new source of parts.
Despite being a repulsive gore-orgy under a tarp, the Shroud is cordial and diplomatic, fully aware that it can't go around killing animals or people without risk of getting hacked to bits by other adventurers. To that end, it's wondering if the party would be amenable to working together again, helping it to secure a steady stream of new corpses to retain its current size and power.
Adventure Hooks:
The Shroud has the ability to speak to the dead, and is willing to use this talent to point the party in the direction of caches of hidden wealth or other dungeons and has already stockpiled a number of these leads to use as bargaining chips. Likewise, if the heroes need to get information out of a particular body, the Shroud can ferret information out of them over the course of weeks, shedding light on a villain's plan or the hidden lore of the world. This can be a dark road to travel down, as the party may stop considering the well being of their captives if they need to perform an interrogation.
Like many exotic pets, the logistics of keeping the Shroud may prove difficult. If they're not going to take it with them (because that will end badly at the very first bordercrossing or city gate) they'll need to find it a lair secret enough to avoid detection but central enough that they can easily bring it bodies. This is likely to get your party thinking like low level villains, and I encourage you to let them run when it comes to discovering their new evil lair.
Already boasting a spark of necromantic talent, the Shroud has an interest in developing its magical abilities, growing in power without needing to grow endlessly in size. By offering it the remains of spellcasters, the shroud will be able to piece together the basics the arcane arts, becoming someone the party can rely upon for magical services. At level appropriate intervals the Shroud will reward the party with gifts to help in the recovery of bodies: of a wand of gentle repose, a bag of holding, and eventually a portable hole.
Adventurers are usually given quite a bit of leeway when it comes to acting strange, but getting caught once too often transporting bodies will have the party drawing the attention of the local authorities, in all likelyhood whatever temple in the region usually keeps an eye out for would-be necromancers. These inquisitors will observe the party's activities then choose one of them to single out and interrogate before questioning them (possibly helping to explain a player's absence one session) before swooping in and throwing the adventurers in a warded cell for further interrogation.
Art and creature stats











