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DraugrNorth men skeletons with chainmail, axes and a raging desire to kill the living, I suppose.
DRAUGR: Init +0; Atk axe +1 melee (1d6+3); AC 15; HD 2d12; MV 40’; Act 1d20; SP un-dead traits; SV Fort +0, Ref +0, Will +3; AL C.
GorethHuge north man guardian skeleton with tattered chainmail and a shiny blue ring. And a raging desire to kill whoever wants what he’s guarding, I suppose. Wears the Ring of Kearar (see below).
GORETH: Init +2; Atk two-handed sword +3 melee (1d10+3); AC 15; HD 6d12; MV 40’; Act 1d20; SP un-dead traits; SV Fort +2, Ref +2, Will +5; AL C.
Ring of KeararSince the original Ring of Raraek that Goreth was wearing was more suited for campaign play, I changed it to something easier to hand out at a convention game:
The Ring of Kearar is sentient, but not aligned. It shimmers with a cold blue light. The wearer can make any melee weapon appear in their hand. It will form in one round; changing it to another weapon is also possible in one round. It appears as if made out of blue light. It gives no bonus to attack or damage, but the damage counts as magical.