Skip to content
CreatePricing

The Bell Beneath Bellwether

4 scenes · about 3.5 hours · 2 encounters

The Bell Beneath Bellwether

A stolen warning bell, a rising river, and a town that has forgotten what it owes.

Read aloud

The Greywater has risen six feet in a clear-skied night, and the town's flood bell is missing from its locked tower. Reeve Mara Venn offers payment to find it before the market and lower streets are swallowed. As she speaks, a blue light flickers beneath the waterline outside her window.

Run the session

Scene
1/4
A Bell Gone Missing
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Discover who took the flood bell and where they went.
  2. 2Recover the bell from the ruined shrine.
  3. 3Stabilize the shrine's failing ward before the Greywater Keeper breaks free.
  4. 4Resolve the town's responsibility for the shrine's damage.Optional

The clock

After each major scene, the Greywater rises another foot. If the party spends too long resting or pursues unrelated leads, the market district floods before they reach the shrine.

Scenes

  1. 0:00A Bell Gone Missing
  2. 0:45Witness at the Waterline
  3. 1:25The Drowned Storehouse
  4. 2:15The Bell's True Purpose

Cast

  • Mara VennQuestgiver
  • Sister CaldraAlly
  • Orren ValeAntagonist
  • Pip RuskWitness

The hook

Set the scene

Read the hook aloud. Mara meets the party in the reeve's flooded office, where a town map is weighted under a brass inkwell. She explains that the bell was locked in its tower and the door shows no sign of forced entry. She asks the party to investigate discreetly before fear turns into a flight from town. Sister Caldra waits outside with a water-stained rubbing of an inscription she believes is relevant.

How Mara Venn asks

Mara makes a direct offer of payment and asks the party to keep the investigation quiet until they know whether the theft was an inside job.

Rumours

Roll a rumour

1“The flood bell rang three times by itself the night before it vanished.”
2“The old shrine was abandoned after a bellmaker drowned there, though no one agrees on when it happened.”
3“Mara Venn paid someone to search the shrine several years ago and ordered them not to speak about what they found.”
4“A ferryman's helper saw lanterns moving downriver, but also heard a voice singing beneath the water.”

Scenes

about 3.5 hours
  1. 0:00

    45 min

    socialThe table is here

    1. A Bell Gone Missing

    Reeve's office and the flood bell tower in Bellwether

    Mara hires the party and presents the locked tower, a list of witnesses, and the promise of payment. The door is intact, but the bell's mounting has fresh scratches and damp footprints lead toward a side window.

    NextThe footprints and witness statements point toward Pip Rusk at the ferry landing.

  2. 0:45

    40 min

    skill

    2. Witness at the Waterline

    The ferry landing and muddy river steps

    Pip describes seeing lanterns on a skiff, then admits that the sound beneath the water seemed to come from the old shrine. Caldra can identify the bell's scratches as marks left by dragging it on stone. The party can gain the location by reassuring Pip, examining the riverbank, or comparing accounts.

    NextA trail of drag marks leads to a half-submerged storehouse where the thieves have taken shelter.

  3. 1:25

    50 min

    combat

    3. The Drowned Storehouse

    A flooded riverside storehouse

    The party confronts the bell thieves in the flooded storehouse. The encounter can become a fight, a negotiation, or a chase. A captured thief reveals that Orren took the bell to the shrine and says the theft was meant to expose a forgotten crime.

    The Drowned Storehouse

    NextThe thieves' trail descends along the river to the ruined shrine.

  4. 2:15

    70 min

    exploration

    4. The Bell's True Purpose

    A ruined riverside shrine, partly underwater

    At the shrine, the party finds Orren beside the bell and learns enough from the inscriptions to understand that the bell's return alone may not be enough. They must decide whether to fight, negotiate, or work with Orren to restore the brace while the ward's defenders stir.

    The Shrine's Last Ward

    NextIf the party restores the ward, the Greywater begins to recede; if not, the water surges into Bellwether and the characters must choose whether to retreat or attempt another solution.

Behind it

What people believe

Bellwether's flood bell has been stolen just as the Greywater begins rising without warning.

Background

For generations, the river town of Bellwether has rung its bronze flood bell whenever the Greywater rises.

The stakes

If the party fails, Bellwether's lower streets flood and the shrine's ward may break.

Encounters

2
  • The Drowned Storehouse

    Combat

    A riverside storehouse with waist-deep water, floating crates, slick walkways, and a narrow loft. Use the bandit and bandit captain stat blocks from the 2014 D&D 5E core rules.

    Foes

    • 2 bandits

    • 1 bandit captain, or use the bandit stat block for a less difficult fight

    ComplicationThe flooded ground is difficult terrain in patches. On initiative count 20, a surge shifts loose debris; creatures in the marked channel must succeed on a DC 12 Strength saving throw or be pushed 10 feet.

    ScalingFor a smaller or lower-level party, use 2 bandits and have them flee when one is defeated. For a larger or higher-level party, add 2 bandits and give the captain 15 additional hit points.

  • The Shrine's Last Ward

    Combat

    A partly submerged shrine chamber with broken columns, waist-deep water, and a raised stone dais holding the bell. The water is difficult terrain for creatures without a swimming speed.

    Foes

    • 2 skeletons

    • 1 ghoul

    ComplicationThe bell's vibration destabilizes the chamber. At the end of each round, one creature standing on a cracked stone shelf must succeed on a DC 12 Dexterity saving throw or fall prone as stones break away.

    ScalingFor a smaller or lower-level party, remove the ghoul. For a larger or higher-level party, add 2 skeletons. Use the skeleton and ghoul stat blocks from the 2014 D&D 5E core rules.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver, Bellwether's reeve

    WantsProtect Bellwether and prevent a panic, while concealing that she authorized an illegal search of the old shrine years ago.

    “Find the bell before the river reaches the market. I do not care whose pride you bruise along the way.”
  • Sister Caldra

    Ally, caretaker of the riverside shrine

    WantsStop the town from repeating the mistake of disturbing the shrine, and persuade the party to treat its inscriptions as warnings rather than treasure.

    “The water is answering something beneath the shrine. The bell did not make the river angry; it kept it asleep.”
  • Orren Vale

    Antagonist, former bellfounder's apprentice and leader of the bell thieves

    WantsUse the missing bell to expose the town's past theft from the shrine and force Bellwether to abandon the riverbank.

    “A town that forgets its debts deserves to drown in them.”
  • Pip Rusk

    Witness, young ferryman's helper

    WantsBe believed and keep their family safe from retaliation for witnessing the theft.

    “I saw the lanterns go downriver, but I also heard someone singing from under the water.”

How it ends

Rewards

Experience: Award standard XP for defeated foes and completed exploration or social challenges. As a milestone option, award one level-appropriate session's progress if the party stabilizes the shrine and resolves the immediate crisis.
Gold: 75 gp per character from the town treasury, with up to 25 gp per character more if the party returns the bell intact and prevents damage to the market.
In the story: The party's handling of Bellwether's old wrongdoing shapes whether the town makes restitution to the shrine and whether Orren is treated as a criminal, a whistleblower, or both.
Standing: The party gains the trust of Bellwether's residents if they save the town. If they publicly expose the old theft, they earn Sister Caldra's respect but may lose the reeve's support.

Items

  • A silvered river-token worth 25 gp, given by Sister Caldra

  • A stamped letter of safe passage and hospitality in Bellwether

On a win

The bell is returned to its dais and the shrine's brace is restored, calming the Greywater and ending the immediate flood threat.

What it leaves open

If the party makes the town's theft public, Bellwether's residents may demand reparations to the shrine and the riverbank settlement may fracture politically.
A pattern of blue lights appears upriver, suggesting the Greywater Keeper's influence has spread beyond the shrine.
Orren's notes mention another stolen relic from a different settlement, hinting that Bellwether's founders were not the only people who plundered old sites.

If it fails

The party cannot recover the bell before the next major rise.
The Greywater spills into the market district. Bellwether loses its riverside stores, several families are displaced, and the reeve's authority is weakened.
The party fails to capture or persuade Orren at the shrine.
Orren escapes with the bell and becomes a recurring adversary. He may seek another way to expose the town's old wrongdoing.
The party removes the bell without completing the shrine's restoration.
The shrine's ward remains unstable. The river calms temporarily, but strange blue lights and unnatural currents continue around Bellwether.

Complications (d6)

  1. 1A sudden surge floods the lowest street. Anyone pursuing through it must find a safe route or risk being swept into a cellar drain.
  2. 2A frightened crowd mistakes the party for the bell thieves and blocks the nearest bridge until someone calms them or presents convincing evidence.
  3. 3A blue glow appears in a nearby flood mark. Anyone who touches it hears the bell toll once and briefly sees the shrine entrance beneath dark water.
  4. 4Orren's lookout recognizes the party and sends a warning downriver, making the thieves more prepared at the next location.
  5. 5A frightened town guard arrests Pip as a suspected accomplice, forcing the party to intervene or lose access to the witness.
  6. 6The missing bell rings from somewhere below the river. The sound draws two waterlogged dead from the nearest flooded passage.

Media

0 images

No images yet.

Visual sheet

Turn The Bell Beneath Bellwether into a sheet

A high-res, share-ready sheet you can post or print.