Third Survey Bell Tower
- Rooms
- 8
- Foes
- 12, CR 1/4 to 4
- Traps
- 3
- Treasure
- 450 gp
At a glance
The threat
The drowned shrine's bound spirit, called the Bell-Warden by the few who know of it, now haunts the flooded base.
Wandering monsters (1d3)
- 1
Marsh StalkerCR 1/2
When: A creature splashes loudly or bleeds into the water in rooms 2 through 6.A slick, reed-colored predator glides through the flooded corridors, its eye ridges barely visible above the water. - 2
1d3× Roving Patrol DeadCR 1
When: The party rests in the dungeon or makes repeated loud noises near .A rust-armored patrol corpse drags a broken spear along the stone, following the faint vibration of the bell. - 3
1 swarm× Ceiling LeechesCR 2
When: A light source is carried through a flooded corridor for more than ten minutes.A mass of pale leeches clings to the ceiling and drops onto warm bodies, then tries to escape into the nearest water.
Rooms
8Third Survey Entry
What they see
Read aloud
A tilted stair descends from a broken watch platform into shin-deep marsh water. Three stone survey marks remain above the surface, while a dark arch leads inward and carries the smell of wet rope.
Features
- The entrance stair is slick with algae and descends into water that deepens toward the inner arch.
- A half-submerged relief shows patrol boats passing beneath a bell tower.
What the GM knows
Treasure
Waterproof Patrol LedgerUseful information, worth 20 gp to a local historian
A sealed patrol ledger lists the tower's supply routes and includes a crude sketch of the shrine's altar mechanism.Notes
This is the safest place to take bearings and secure a rope. The bell's distant toll is audible here but does not yet cause harm.
2 doors: W (locked), N (normal)
The place
What it is
The Third Survey Bell Tower leans over a marsh pool, its upper stories split by roots and its lowest shrine drowned beneath black water.
Atmosphere
Brackish water laps at stone steps, and every few minutes a submerged bell gives a low, felt-through-the-bones note.
The threat
The drowned shrine's bound spirit, called the Bell-Warden by the few who know of it, now haunts the flooded base.
History
Surveyors numbered this tower Third on a marshland military map, then built it on foundations cleared from a drowned settlement.
Rumors
1d5- 1A bell rings beneath the marsh even on windless nights, and each toll makes the causeway water rise.
- 2The tower's old patrols sealed a spring under the shrine because it spoke in the voices of drowned people.
- 3A fisher swears that a drowned guard followed their boat for half a mile without ever breaking the surface.
- 4The bronze bell is missing its tongue, and the keeper hid it where the dead were honored.
- 5The marsh pool drains away for a few minutes after a precise sequence of bell pulls.
Plot hooks
3Corridors
3Passage between and
A line of iron rings runs along the wall above the waterline. Several hold scraps of rotted rope, and one ring trembles whenever the drowned bell sounds.
Passage between and
The floor is covered in pale silt marked by narrow, fresh tracks that stop abruptly at the wall. A character who listens hears faint scraping behind the stones.
Passage between and
A cracked stone gutter carries a steady current toward the shrine. Floating candle stubs move against the flow whenever the bell tolls.
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