The Bell Beneath the Split Seam
The Bell Beneath the Split Seam
Read aloud
At dusk, a bell tolls from beneath the earth, though the old mine has been sealed for generations. Every well in the settlement ripples in answer, and the water tastes faintly of stone. Mara Venn offers a map, a lantern, and a reward to anyone who can find the source before the next toll.
Run the session
Cheat sheet
Objectives
- 11. Find the source of the underground bell.
- 22. Learn what has changed inside the dungeon and secure a reliable route to the lower vault.
- 33. Prevent the bell's next pulse without making the seal catastrophically unstable.
- 44. Decide what to do with Nim, the echo-being encountered in the dungeon.Optional
The clock
The bell tolls again at dawn. Each toll worsens the pressure in the lower vault and spreads the disturbance through connected wells and cisterns.
Scenes
- 0:00The Water Answers
- 0:35Two Kinds of Stone
- 1:30The Bell Gallery
- 2:30The Warden's Terms
- 3:45Hold the Seam
Cast
- Mara VennQuestgiver
- Ilyan RuskAlly
- The Warden in SlateAntagonist
- NimWildcard
The hook
Set the scene
The party meets Mara Venn beside the settlement's largest cistern as its surface ripples in time with a distant toll. A thin line of pale grit has appeared at the base of the sealed mine entrance. Mara gives the party an old survey map and explains that the bell sounded twice last night, each time followed by a drop in the cistern level. Ilyan Rusk, who entered the Split Seam to investigate, has not returned.
How Mara Venn asks
Mara approaches the party at the cistern after the second bell toll, offering a practical contract: investigate the dungeon, bring Ilyan home if possible, and prevent the next pulse from disturbing the settlement's water.
Rumours
Scenes
about 4.5 hours0:00
35 min
socialThe table is here
1. The Water Answers
The settlement's stone cistern at dusk, with villagers gathered around rippling water.
Mara hires the party, explains the missing surveyor's route, and asks them to keep the cistern-keepers calm. A successful conversation can earn a second map showing maintenance tunnels.
NextMara leads the party to the sealed mine entrance and gives them the survey map.
0:35
55 min
exploration
2. Two Kinds of Stone
The upper passages, where black basalt and pale limestone meet in shifting, sharply angled corridors.
The party enters the Split Seam and navigates corridors that do not align with the map. They find Ilyan's abandoned marker stones and may encounter Nim, who offers directions in exchange for a promise.
NextA distant toll draws the party toward the Bell Gallery, while Ilyan's trail descends past it.
1:30
60 min
combat
3. The Bell Gallery
A fissure-cut gallery hung with bronze bells and lined with narrow stone ledges.
The party must cross the gallery while responding to the bell's vibration. They can fight the guardians, evade them, or use the bells and unstable floor to create a safe crossing.
The Bell GalleryNextA fallen panel or the guardian's retreat exposes a service stair into the lower vault.
2:30
75 min
social
4. The Warden's Terms
The lower vault, where a stone mechanism straddles the boundary between the two kinds of masonry.
The party finds Ilyan and confronts the Warden, who explains that the mechanism is both a seal and a pressure regulator. The group must choose whether to bargain, repair the system, force it open, or seek another solution.
The Lower SealNextThe party's decision determines whether the bell falls silent, changes its pattern, or opens a passage below.
3:45
45 min
skill
5. Hold the Seam
The lower seal chamber as its stone plates begin to shift and the pressure in the fissures rises.
The party carries out its chosen solution under time pressure as the next toll approaches. Nim's true nature becomes clear if it is present, and the party must decide whether it is a threat, a prisoner, or a possible ally.
NextResolve the party's success or failure, then show the consequences in the settlement and the dungeon.
Behind it
What people believe
A buried complex called the Split Seam has begun ringing a bell beneath the earth.
The sound disturbs wells and cisterns in the nearby settlement, and a surveyor who went to investigate has disappeared. The party is hired to find the source of the disturbance, recover the missing surveyor if possible, and stop the next bell toll.
Background
The Split Seam is a buried complex where two ancient stoneworks meet at an impossible angle.
Its corridors show layers of different builders: one side is smooth black basalt, the other pale, salt-pitted limestone. Locals believe the dungeon was built to seal a crack in the earth, though no one agrees what lies behind it.
The stakes
If the party does nothing, the next bell pulse will disturb the underground water network, threaten the settlement's cisterns, and further weaken a seal whose true purpose is unknown to the locals.
Encounters
2The Bell Gallery
Combat or evasion
A long gallery divided by a deep floor fissure, with hanging bronze bells, narrow ledges, and loose stone panels.
Foes
Seam-Hounds, pale stone-bodied predators that track vibration
A Bell-Sentinel, a jointed guardian made from basalt plates
ComplicationWhen the bell tolls, a section of floor tilts toward a narrow fissure. The party must move, secure themselves, or risk being separated.
ScalingFor a smaller or less combat-focused group, use one Seam-Hound and make the Bell-Sentinel withdraw after one clear show of force. For a larger or more capable group, add two Seam-Hounds and have the Sentinel use the shifting floor tactically.
The Lower Seal
Social or combat
A circular vault where black basalt and pale limestone meet around a waist-high stone mechanism. Thin fissures cross the floor, and a narrow stair leads to the outer side of the seal.
Foes
The Warden in Slate
Two Slatebound Keepers, masked attendants who follow the Warden's commands
ComplicationThe chamber's pressure changes whenever the party raises its voice or strikes the walls. Each loud outburst causes a brief stone shift that can separate speakers or block an exit.
ScalingThe Warden can be persuaded to stand down if the party demonstrates care for the seal or offers a credible plan to stabilize it. For a gentler challenge, one Keeper is absent. For a tougher challenge, the Warden activates a moving stone barrier that divides the chamber.
Cast
4Mara Venn
QuestgiverQuestgiver, keeper of the settlement's cisterns
WantsWants the dungeon's strange signals stopped before panic empties the nearby settlement.
“The bell rang from below, and every well in town answered. Find the thing making that sound before it calls again.”
Ilyan Rusk
Ally, surviving architectural surveyor
WantsWants to retrieve her missing survey partner and preserve the dungeon's original seals, even if that means keeping its purpose secret.
“The seam is not a wound. It is a stitch. You should be more worried about what is pulling the thread.”
The Warden in Slate
Antagonist, masked guardian of the lower vault
WantsBelieves the dungeon's inhabitants must keep the seal intact and will use force against anyone threatening it.
“You call this a prison because you came from the outside. I call it the last wall between us and hunger.”
Nim
Wildcard, a small echo-being that imitates voices it has heard
WantsWants to escape the dungeon and hide the fact that it has been taking memories from intruders.
“I can show you where the floor lies, if you promise not to make it remember me.”
How it ends
Rewards
Items
A brass surveyor's compass that points toward the nearest stable stone corridor while inside the Split Seam.
A sealed flask of mineral-rich water from the cistern, valued as a local curiosity and useful proof of the party's service.
Ilyan's annotated field map, if recovered, showing safe routes through the upper galleries.
On a win
The party stops or redirects the bell's next pulse and returns with Ilyan, the survey notes, or convincing evidence of what lies below.
The settlement's water remains stable for now. The dungeon's future depends on the party's choices: the Warden may remain as guardian, the seal may be repaired, or the deeper passage may become an urgent new threat.
What it leaves open
If it fails
- The party fails to stop the recurring bell before the next pulse.
- If the party cannot stabilize the mechanism, the bell's pulse spreads through underground water. The nearby settlement's cisterns become unreliable, and the dungeon grows easier for its inhabitants to reach.
- The party fails to protect or recover Ilyan.
- If the party attacks or abandons Ilyan, the surveyor's notes are lost in the shifting corridors. Future expeditions lack a trustworthy map, and Ilyan may be taken by the Warden.
- The party resolves the crisis through destructive force without finding a stable way to secure the mechanism.
- If the seal is broken deliberately or by careless force, a pressure wave opens a passage into a deeper, uncharted section. The immediate threat subsides, but something on the far side begins to answer the bell.
Complications (d6)
- 1A seam in the wall exhales a cloud of bitter white dust. Anyone who breathes it hears a loved one's voice calling from the wrong direction.
- 2The route behind the party shifts by one corridor. Their marks remain visible, but now appear on the wrong side of each turn.
- 3A water channel reverses flow and begins draining a nearby cistern chamber, exposing unstable stone and something caught beneath the silt.
- 4Nim repeats a private sentence spoken by one party member, then claims to have heard it from someone deeper in the dungeon.
- 5A distant bell rings once. Until the party finds cover or leaves the chamber, every loose stone trembles toward the nearest seam.
- 6The Warden's patrol arrives early, carrying a fresh strip of pale stone that bears the name of someone in the party.
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