The Three-Day Bell
- Rooms
- 3
- Foes
- 4, CR 1/8 to 1
- Traps
- 1
- Treasure
- 293 gp
At a glance
The threat
The toll clerk's spirit, called the tally-keeper by those who have seen it, still guards the sealed back room.
Wandering monsters (1d2)
- 1
1d3× Lantern-boneCR 1/4
When: The party makes loud noise in the corridors or spends more than ten minutes searching a room; do not use if the skeletons are still active nearby.A skeletal toll guard with a cracked lantern and a strip of blue cloth tied around one wrist. - 2
RuinhoundCR 1/2
When: A character opens the western arch or leaves food unattended in the corridor; it flees if wounded.A gray, half-starved wolf with dust in its fur and a copper token caught in its collar.
Rooms
3The Open Basin
What they see
Read aloud
The roof has fallen away over this squat entry chamber, leaving weeds and pale daylight around a waist-high stone basin. An archway leads north toward the keeper's room, while another opens east toward the old shrine; a thin bell note seems to come from both.
Features
- A dry stone basin bears the worn outline of a hand.
- The northern arch has fresh scratches at ankle height.
- The eastern arch is rimmed with small fragments of blue glass.
What the GM knows
Monsters
2× Toll skeletonsCR 1/4
Dusty skeletons in the remains of toll guards' tabards, their jawbones wired shut.Tactics. They rise when a living creature crosses the room and try to pin it between them, attacking whoever approaches the northern arch first.Traps
Tollkeeper's SpikeDC 12 piercing damage
A loose flagstone just inside the northern arch releases a spring-loaded iron spike from the wall. The trigger is marked by a hairline gap and a dustless edge.Disarm. A character can jam the flagstone with a wedge or disable the spring through the small wall slot with a successful Dexterity check using thieves' tools.Treasure
Silver toll token5 gp
A tarnished silver toll token stamped with a bell. It has no special power but is recognizable to anyone familiar with old road taxes.Notes
The skeletons do not pursue beyond the room. Their brittle tabards carry no useful insignia, but their weapons bear the same blue glass dust found near .
2 doors: N (archway), W (archway)
The place
What it is
The ruins of a roadside shrine and its keeper's chamber lie beneath a collapsed hill chapel.
Atmosphere
Cold lime dust coats the tongue.
The threat
The toll clerk's spirit, called the tally-keeper by those who have seen it, still guards the sealed back room.
History
Traveling masons raised this little sanctuary beside an old road, setting a bell above its altar so lost travelers could find shelter in fog.
Rumors
1d4- 1A pale clerk asks every visitor for their name, then writes it on a wall that has no paper.
- 2The old bell rang once during a flood, and every traveler who heard it found the road out. That is why folk call it the Three-Day Bell.
- 3Blue glass from the ruins is said to warm in the hand when someone nearby is lying.
- 4The little chapel was never a toll station; the clerk only began collecting fees after the road was abandoned.
Plot hooks
3Corridors
3Between and
A line of shallow boot prints crosses the dust toward , though none returns. The prints stop at the archway.
Between and
A narrow runnel in the floor carries rainwater toward . Tiny scraps of blue glass collect in its bends.
The short passage beyond the western archway of
Three iron hooks protrude from a cracked wall; one still holds a brittle strip of ceremonial cloth.
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