
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
- Fight through the undead mass beneath the bridge.
- Consecrate the crossing (skill challenge; no cleric required).
- 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):
- Cold gust; checks relying on hearing are at disadvantage.
- Rat bones surge (swarm acts now).
- Bone hand grabs a ritualist (escape DC as hazard).
- 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.







