Secret of Bone Hill is usually run as a local adventure. A town, some ruins on a hill, undead that wander down at night. You clear the hill, deal with the local problems, and move on. That is the module as written. ACKS looks at the same map and sees a border fort that already overlooks the roads.
The hill is not random. It sits where anyone with sense would put a stronghold. The town below has a market, a reason to care who holds the high ground, and people who have been living with the undead long enough to treat them as weather. Clearing the ruins does not restore the old order. It hands you the only piece of elevated ground that can see the approaches. The neighboring holdings will notice who now controls the overlook. So will anyone who used to pay to keep the hill quiet.
You think the treasure is in the dungeon on the hill.
The treasure is the hill.
A domain does not require you to invent a new location. It requires you to decide what the town below owes the person who stopped the dead from walking down. The gold you took from the hill is the same gold that used to buy silence. If you leave, the next group will claim the fort. If you stay, you have just inherited a watch post that the region already understands as power.
You can treat Bone Hill as a dungeon with a better view and go home.
Or you can treat it as the moment a road stopped being unwatched. The walls are still there. The payroll is not. The future dominion could be right here, on this hill, and all it takes is the foresight to see it.
That is the ACKS version of the story.
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