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The Bells Beneath Starfall

6 scenes · about 6.5 hours · 2 encounters

The Bells Beneath Starfall

Follow the ringing beneath the mountain, and learn what the water is trying to warn you about.

Read aloud

The springs of Starfall Basin are running dry, though the snowmelt has been strong. The waterkeeper offers payment to anyone who can find the source of the trouble, and a shepherd insists he heard buried bells ringing beneath the mountain. At the basin's center, a fresh crack has opened in the old observatory trail.

Run the session

Scene
1/6
The Empty Fountain
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find a safe route to the abandoned observatory.
  2. 2Discover why the basin's springs are failing.
  3. 3Restore the springs or make a deliberate choice about the underground reservoir.
  4. 4Find Tovin's sister's lost field journal.Optional

The clock

Each day of delay, another spring weakens. After three days, Mara begins rationing water; after seven, the eastern farms lose their remaining flow. Use these developments as pressure, not as a punishment for reasonable exploration or roleplay.

Scenes

  1. 0:00The Empty Fountain
  2. 0:45The Switchback Trail
  3. 2:00The Keeper at the Gate
  4. 3:00The Bell Chamber
  5. 4:30The Pressure Room
  6. 5:45Water Returns

Cast

  • Mara VennQuestgiver and settlement waterkeeper
  • Tovin ReedAlly and local guide
  • Sella QuillAntagonist and self-appointed guardian of the…
  • Pip OrlanWitness

The hook

Set the scene

Mara Venn meets the party beside a dry communal fountain. She shows them a map marked with three springs that have stopped flowing and offers an advance payment for finding the cause. As they talk, Pip arrives from the hills, muddy and shaken, and reports hearing bells beneath the ground. A tremor rattles the fountain, revealing a newly opened fissure in the direction of the old observatory.

How Mara Venn asks

Mara approaches the party at the communal fountain after hearing that they are capable travelers.

Rumours

Roll a rumour

1“The observatory's bells rang once during a clear night, though no one has lived there for years.”
2“A traveler found a stream flowing uphill near the mountain and refused to go back.”
3“The old surveyors built their instruments from bronze taken from a shipwreck.”
4“Sella Quill has been seen leaving food near the observatory trail, but she denies going there.”
5“A shepherd's dog returned from the hills with its paws wet and a strip of blue cloth caught in its collar.”

Scenes

about 6.5 hours
  1. 0:00

    45 min

    socialThe table is here

    1. The Empty Fountain

    The dry communal fountain and market square of Starfall Basin

    Mara offers the job, Pip reports the buried bells, and a tremor reveals the newly opened trail. The party can question the locals before setting out.

    NextMara gives the party a rough map and directs them to the trailhead before the next tremor closes the fissure.

  2. 0:45

    75 min

    exploration

    2. The Switchback Trail

    A steep trail of shale, broken survey markers, and narrow ledges above a ravine

    The party chooses how to cross unstable ground and can follow clues left by surveyors. Let careful planning, useful equipment, and Tovin's knowledge create alternatives to a fight.

    The Broken Switchback

    NextThe trail descends into a sheltered basin where the old observatory comes into view.

  3. 2:00

    60 min

    social

    3. The Keeper at the Gate

    A weather-beaten survey camp beside the observatory's outer wall

    The party investigates the abandoned camp and meets Sella. She warns them away but can be persuaded to share what she knows if they approach calmly or present evidence that the springs are failing.

    NextWhether they gain Sella's help or not, the party finds a route into the exposed lower chamber.

  4. 3:00

    90 min

    exploration

    4. The Bell Chamber

    The observatory's broken dome and a chamber threaded with roots above an underground stream

    The party navigates the flooded approach, investigates the bells, and deals with the blights around the root-bound chamber. Clues here point toward the controls and the true purpose of the bells.

    Roots in the Bell Chamber

    NextThe route below the bells opens into a control room where water channels converge.

  5. 4:30

    75 min

    skill

    5. The Pressure Room

    A stone control room with three corroded channels, pressure gauges, and a sealed central sluice

    The party studies the controls, compares clues, and decides how to relieve the pressure. A wrong or rushed choice has an immediate cost, but the group should have a chance to notice and correct mistakes.

    NextWhen the mechanism is stabilized or abandoned, the group returns to the surface to learn how their choice affects the basin.

  6. 5:45

    45 min

    social

    6. Water Returns

    The communal fountain, now watched by the anxious residents of Starfall Basin

    The springs either begin to flow or remain uncertain, and the party accounts for its choices to Mara, Tovin, and Sella. Resolve any recovered journal, damaged farms, or promises made along the way.

    NextUse the outcome to open a follow-up journey toward the distant bell or another settlement served by the old system.

Behind it

What people believe

The Starfall Basin's springs are failing despite a good season of snowmelt.

Background

The Starfall Basin is a high valley ringed by cliffs and threaded with streams that vanish beneath the stone.

The stakes

If the party cannot find and safely operate the observatory's water controls, the basin's springs may fail completely.

Encounters

2
  • The Broken Switchback

    Combat or avoidable confrontation

    A narrow mountain switchback with loose shale, a low stone wall, and a steep drop. A character who falls should face a dangerous setback rather than automatic death, unless the GM wants harsher consequences.

    Foes

    • Goblins

    ComplicationA fractured ledge divides the approach. Noise, bright light, or a failed attempt to cross quietly alerts the creatures guarding the trail.

    ScalingFor a level 1 party, use two goblins and make retreat easy. For levels 2 to 3, use four goblins. For level 4, use four goblins and one goblin boss. Adjust numbers for party size and how depleted the group is.

  • Roots in the Bell Chamber

    Combat, negotiation, or environmental challenge

    A circular chamber open to the sky through a broken dome. Roots cross the floor, bronze bells hang at different heights, and one corner has collapsed into a shallow underground stream.

    Foes

    • Twig blights

    • Needle blights

    ComplicationIf the party attacks before learning why the blights are gathered here, they may destroy the roots holding a cracked section of floor together.

    ScalingFor levels 1 to 2, use three twig blights. For levels 3 to 4, use three twig blights and two needle blights. Reduce the number if the party has spent significant resources before reaching the chamber.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver and settlement waterkeeper

    WantsShe wants the springs restored before the basin's farms and settlements run out of water.

    “The springs are shrinking, and every map we have says the water should be flowing the other way.”
  • Tovin Reed

    Ally and local guide

    WantsHe wants to prove his late sister's survey notes were correct and recover her field journal.

    “I can show you the old trail. I cannot promise the mountain will still recognize it.”
  • Sella Quill

    Antagonist and self-appointed guardian of the observatory

    WantsShe wants to keep the observatory sealed until she understands what the tremors are waking.

    “You call it a ruin. I call it a door someone has been trying to open from the wrong side.”
  • Pip Orlan

    Witness, a young shepherd who heard the buried bells

    WantsHe wants the adults to believe his warning and keep people away from the exposed trail.

    “The bells rang under the ground. All of them, at once. I heard them in my sleep.”

How it ends

Rewards

Experience: Award experience according to the group's normal advancement method for exploration, negotiation, overcoming hazards, and resolving the observatory crisis.
Gold: 10 gp advance, plus 50 gp on successful restoration. Mara can increase the final payment by 25 gp if the party also brings back Tovin's sister's field journal.
In the story: The people of Starfall Basin gain a reliable water supply, and the party earns a local reputation as problem-solvers. Their choices determine whether Sella becomes a wary ally or a lasting rival.
Standing: The basin's settlements regard the party as trusted protectors. If Sella is treated respectfully, she may also offer access to observatory records.

Items

  • A brass trail compass that points toward the nearest marked spring, a custom nonmagical tool

  • A healer's kit supplied by Mara

  • Tovin's sister's waterproof field journal, if recovered

On a win

The party identifies the pressure problem and opens the safe vent channel.

What it leaves open

The recovered survey journal describes a second set of bells beyond the basin, suggesting the underground water system extends into neighboring territory.
If Sella remains an ally, she asks the party to help document the old controls before another tremor damages them.
A distant bell answers the observatory's final signal, though no one in Starfall Basin recognizes its tone.

If it fails

The party does not find a safe route to the observatory before the next water shortage.
The settlements ration water, farms wither, and Mara loses standing with the basin's residents. The party can still return later with new information or another way to reach the observatory.
The party threatens or attacks Sella without learning about the unstable mechanism.
Sella seals the observatory's main approach. The party must seek an alternate entrance, persuade her to reopen it, or return after discovering what she fears.
The party activates the controls without resolving the competing water channels.
The spring's flow is redirected into the lower caves. A nearby settlement is spared, but the basin's eastern farms lose access to water until someone repairs the channel.

Complications (d6)

  1. 1A sudden rockslide blocks the trail behind the party. Clearing it takes an hour, while climbing around it risks separating the group.
  2. 2A cold spring bursts through a cracked wall and floods the lowest passage. Loose equipment floats toward a narrow drain.
  3. 3A frightened pack goat carrying Tovin's supplies bolts toward a cliffside ledge. Recovering it costs time and may alert nearby creatures.
  4. 4The observatory bells ring once without being touched. The sound draws attention from a nearby patrol of hostile creatures.
  5. 5A harmless-looking patch of pale moss releases spores when disturbed. Until the group rests or cleans up, the spores make their tracks easy to follow.
  6. 6Sella's field notes are found in a damp satchel. One crucial page has been torn out, and a fresh boot print leads toward a side passage.

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