WV1.3 — Footbridge of Bones

North of Hallowford the road dips to a placid stream. A broad plank footbridge spans the water beside a trampled watering shelf where cattle drink. The boards are black-wet. From the alder roots under the far bank comes a dry rattle, like dice in a wooden bowl—followed by the faint scrape of bone on timber.

Quest giver: Harben the Smith (LN human, practical, respected)

  • Why he cares: Ore carts stop here so beasts can drink; the crossing’s spookiness is choking traffic.
  • Additional comments from Harben
    • “Drovers won’t cross. A goat went for water—all we found was a rack of bones.”
    • “Started after the raid. Bones in the stream. Maybe they learned to hold on under that bridge.”
    • “Only thing worse than a nervous herd are nervous drivers; deal with this without getting everyone jittery and I’ll see your steel right. Besides a keg, you can take the silver dagger off my wall.”

Approaching

The footbridge is about a 1/4 mile north of the town

  • Footbridge: 25–30 ft span, 8 ft wide; stout posts; rope rails; gaps between planks (1–2″).
  • Watering shelf: Muddy, churned by hooves; ladder-steps cut into bank.
  • Alder tangle: Root mass under far bank catches bone shards (Investigation DC 13: old gnaw marks).
  • Charms: Twined horsehair & iron nails tied to posts (Religion/Nature DC 12: folk wards vs. “unquiet water”).

DM NOTES: Bones from the raid snagged on the roots and posts; Something coming down-valley have stirred them. They grab ankles, panic stock, and try to drag prey under the bridge.


Approaches

  1. Fight through the undead mass beneath the bridge.
  2. Consecrate the crossing (skill challenge; no cleric required).
  3. Confound with craft: re-hang wards, weight bones with cairns, shore the planks, and bait-burn the tangle.

Hazards (choose 1-2 and scale DC with APL)

  • Slick Boards: First time a PC Dashes/fights on the bridge, DEX save DC 12/13/14 or prone (slide 5 ft; if at edge, STR/DEX save to grab rope rail).
  • Grabbing Bones: Skeletal arms thrust from gaps: +4 to hit; on hit, grapple (escape DC 12/13) and pull 5 ft toward the edge at the start of target’s turn.
  • Livestock Surge (optional): Spooked cattle try to bolt across. Any creature on the bridge makes DEX save DC 12/13 or is shoved 5–10 ft and must save vs. prone (once per combat).
  • Bone-Rattle Fear: When the root mass is disturbed, WIS save DC 11/12/13 or frightened until end of next turn (one-time per creature).

Encounters (pick tier; add hazards)

Lv 1–2:

  • Skeletal Rat Swarm writhing in the alder roots + 2–4 Skeletons clambering up over 2 rounds.
    • Twist: at 0 HP the swarm scatters into the roots; without consecration it reforms in 1d4 hours.

Lv 3–4 (choose one):

  • Bone Naga Fragment (half-spine coiled around a bridge post) + 2 Skeletons (round 2), or
  • Shadow hugging the waterline + Skeletal Rat Swarm (the shadow targets anyone who slips/prone on wet boards).

Condensed Stat Blocks:

  • Skeleton (CR 1/4) – AC 13, HP 13, Shortsword +4 (1d6+2)
  • Skeletal Rat Swarm (CR 1/2) – AC 12, HP 24, Bite +4 (2d6)
  • Shadow (CR 1/2) – AC 12, HP 16, STR Drain on hit
  • Bone Naga Fragment (CR 3) – AC 15, HP 45, Bite +5 (2d6+3), Command, Hold Person

Consecration challenge (no spells required)

Goal: 3 successes before 2 failures; 1 round per action while threats press. APL = Average Party Level:
DCs: APL 1–2 → DC 12; APL 3–4 → DC 14 (use different skills per success).

Tasks:

  • Religion: Chalk a circle on both bridgeheads; sprinkle salt; speak a blessing.
  • Nature/Survival: Build low cairns on each bank to pin exposed bones; place bread & salt atop.
  • Athletics: Drive iron nails/stakes into posts (“iron binds ill”).
  • Persuasion/Performance: Name the unknown dead and invite rest.
  • Tools (Carpenter/Smith): Shore loose planks and lash the rope rails—“tend the way.”

Complications (1d4 each round):

  1. Cold gust; checks relying on hearing are at disadvantage.
  2. Rat bones surge (swarm acts now).
  3. Bone hand grabs a ritualist (escape DC as hazard).
  4. Whisper: “Under the boards… warm…” (repeat fear save).

Success:

Undead collapse; the stream runs quiet.
Each PC gains 3 temp HP or advantage vs. fear once today.

Failure:

A chill clings; next long rest within 24h restores no HP from Hit Dice; the haunt persists.

Magical shortcuts:

Turn Undead destroying most = 2 successes;
protection from evil & good on posts = 1 success;
ceremony (funeral/dedication) completes the rite after 3 rounds of defense.



Outcomes & rewards

  • Cleared or consecrated: Free weapon repairs (mundane) for a month, food & ale (3 days rations + a morale keg), silver dagger (25 gp), and +2 to the next info-gather check in Wolfsward (“they set the watering bridge right”).
  • Only driven off: Safe for 1d4 days; haunt returns at night (add +1 skeleton or +5 HP to shadow). Harben pays half.

Optional clues/loot:

  • Snagged satchel under a post (DC 14): damp leather scrap with a rune on it (an inverted triangle) and the words “bones to the water.”
  • Finger-bone charm: 1/day add +1d4 to a save vs. fear or charm.

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