This week’s entry picks up where I left off with The Mine at Mt. Morris. As a refresher, at the end of that tale, the party had recovered the diary of a long-dead necromancer named Elthane Vanator (known as the Darkstalker). In interrogating Foreman Fugue from that adventure, they also learned that a shadowy consortium had been feverishly seeking out the diary.
Being generally averse to shadowy consortiums as a whole, my players decided to not only guard the diary themselves but also go about collecting any other artifacts the necromancer left behind. The object in question for this week happens to be one of the Darkstalker’s spellbooks.
As always, change the MacGuffin as necessary for your game. This is merely presented as something to help spark ideas you your game.

The Circle of Cairns
The party has traveled for days, to the northernmost reaches of Archia, to a place where the notorious necromancer Elthane Darkstalker is said to have left one of his spellbooks. Over 100 years ago, this border region was hotly contested with the neighboring country of Caledos. The locals believe this forest to be haunted to this day.
Bushwhacking nearly 8 hours from the nearest settlement, the party has arrived at a small lake. A rickety old wooden bridge leads to a small island. While the bridge will be able to safely support the party across, you should play up the fact that it is old and not in great shape.
Crossing the bridge, the party will discover a ring of nine stone cairns circling a roughly hewn altar. Each of the cairns stands roughly 10’ tall, though the one to the southwest appears to have been toppled long ago. The altar itself stands 5’ high and is roughly 5’ in diameter. Atop the altar sits the spell book of Elthane Darkstalker. While it has clearly been exposed to the elements for all these years, it shows no signs of wear.
As soon as the first party members sets foot within the circle defined by the cairns, a pulse of purple light will flash from the spell book, as a wave of energy shoots out. This will immediately be followed by a low humming sound that will begin to emanate from the cairns. Depending on the game system you are using, you may wish to allow your players to make a saving throw, to avoid experiencing a mild wave of nausea. There will be no mechanical effects to a failed save. This is merely to drive home the fact that they are interacting with something that is very evil. Obviously, any character with any latent abilities to detect evil will be aware that this is a vile location.

Unbeknownst to the party, the pulse of energy serves another purpose. Fanning out past the small lake, it reaches the woods beyond. In this haunted forest, lie the skeletal remains of ancient combatants. As the pulse washes over them, these old warriors animate and are drawn to protect the spell book.
There are a total of 48 skeletons affected by the pulse. Wearing antique armor from both Archia & Caledos, they are each armed with either a short sword or a spear. These ancient skeletons are brittle and will be considered to only have 1 HP each, in addition they only move at a rate of 15’ per round. Obviously, you may decide to adjust this as you see fit, to ratchet things up for your game.

Unless the party happened to leave a sentry to watch the bridge, the humming sound from the cairns will be enough to mask the sound of the skeletons moving about in the forest. Arriving at the bridge, the skeletons will be forced to proceed 2 by 2. At this point the sounds of the creaking bridge will be enough to allow the party a chance to perceive the approach of the undead band.
How this encounter plays out will largely depend on when the party becomes aware of the skeletons. If a number of skeletons make it to the island undetected, while more follow behind them, this could become a tricky encounter. If the party is able to engage the undead while they are bottlenecked on the bridge, the party has a good chance of holding their own, at least long enough for them to figure out another plan.
When I ran this for my group, it was never my intention for the party to fight all 48 skeletons. However, you must take into consideration that your players won’t know everything that you know. Seeing a seemingly endless stream of undead marching toward them may be very intimidating. I always enjoy seeing how things like this will play out.
Aside from engaging with all of the skeletons, there are a number of other ways to wrap up this encounter. Toppling over another of the cairns will instantly cause any remaining skeletons to fall over in a pile of bones.
The bridge itself is old and fragile. A concentrated effort from the party will succeed in destroying the bridge. In the event of a bridge collapse. Any remaining skeletons will not enter the water. Instead, they will stand motionless at the shore. After 12 hours they will fall and become unanimated.
Finally, the party may opt to flee across the water themselves. The water is on average only 6’ deep and 10’ in the deeper blue sections. With the skeletons only focused on getting to the altar, this would be an easy, if ignoble, way to exit. Skeletons on the shore will completely ignore feeling adventurers.
Wrap Up
Assuming the party makes it out with the pollbook, they are now in the possession of two of the notorious necromancer’s most important belongings. What are they goals of this shadowy consortium that are seeking them out. What do you do with such items?
That’s all for this week. Real life work has been a bear lately, so I’ll take any good vibes you can send me. I hope you all have a great week and appreciate you stopping by.
For more maps & plot hooks, go here.
For some random tables, go here.
Finally, for a bit about me and some general stuff, this is the spot.





































