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The Bell Beneath Ashbridge

5 scenes · about 4 hours · 2 encounters

The Bell Beneath Ashbridge

A sealed road has begun to answer the bell.

Read aloud

The Ashbridge Gate opened three days ago, and now every night its stones answer a voice from beneath the road. A farm cart vanished near the entrance, leaving only its wheels and a trail of frost. Warden Mara Venn offers a reward to anyone who can find the missing travelers and make the gate safe before the next bell tolls.

Run the session

Scene
1/5
A Warden's Quiet Request
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Discover why the Ashbridge Gate is sounding at night.
  2. 2Find the missing travelers and secure the gate mechanism.
  3. 3Decide who controls the Ashbridge Gate and what happens to the passage.
  4. 4Uncover the courier's private errand.Optional

The clock

The gate will pulse again at the next midnight bell, roughly one day after the party arrives. Each delay risks drawing a nearby traveler below or triggering another unstable opening.

Scenes

  1. 0:00A Warden's Quiet Request
  2. 0:35Tracks at the Threshold
  3. 1:20The Gatehouse Wakes
  4. 2:20Who Holds the Key
  5. 3:20The Last Toll

Cast

  • Mara VennQuestgiver and local Gateholders' warden
  • Tovin ReedWitness and former gate-maintenance apprentice
  • Sella KorrAntagonist
  • Irix ValeWildcard

The hook

Set the scene

Read the hook aloud in Bellwether's cramped gate office. Mara has a rough map and a list of missing travelers, but she admits the Gateholders have not authorized a public search. Tovin waits outside, anxious to speak privately. The gate's distant bell sounds once before the party has chosen whom to question.

How Mara Venn asks

Mara summons the party to the Gateholders' office after hearing of their recent work.

Rumours

Roll a rumour

1“The Ashbridge bell only rings when someone has crossed the threshold without being counted.”
2“Tovin says the gate's hinges were silent for years, but now they sing whenever the moon is hidden.”
3“Some locals claim the Gateholders reopened the passage to bring in supplies. Others say no supply cart has emerged.”
4“A masked courier has been seen asking which roads connect to Ashbridge, though nobody remembers seeing her arrive.”

Scenes

about 4 hours
  1. 0:00

    35 min

    socialThe table is here

    1. A Warden's Quiet Request

    The Gateholders' office in Bellwether, a narrow stone room crowded with road maps, ledgers, and old brass keys.

    The party meets Mara, hears the public account, and can question Tovin privately. A successful conversation earns Tovin's trust and a detail about the lower maintenance route.

    NextMara gives the party a travel token and directs them to inspect the gate approach before nightfall.

  2. 0:35

    45 min

    exploration

    2. Tracks at the Threshold

    The muddy road and scrubland around Ashbridge, overlooked by the old gatehouse and crossed by a shallow drainage channel.

    The party examines the abandoned cart, tracks the missing travelers, and finds signs that the gate's pulse pulled them toward a drainage entrance. Evidence of deliberate tampering points toward Sella's cell.

    NextThe drainage route descends into a maintenance passage that leads to the lower gatehouse.

  3. 1:20

    60 min

    combat

    3. The Gatehouse Wakes

    A circular stone chamber below the road, where old controls sit around a shaft lined with frost.

    The party enters the lower gatehouse, deals with the waking sentries, and finds the missing travelers sheltering behind a maintenance partition. The control rings show that the gate has been opened from inside the mechanism.

    The Gatehouse Wakes

    NextThe warning bell sounds, and Sella arrives with her followers to demand control of the gate.

  4. 2:20

    60 min

    social

    4. Who Holds the Key

    The gate's broad inner threshold, where the control rings have begun to glow and the bell's vibration can be felt through the floor.

    Sella argues that Bellwether should control the passage, while Mara insists the Gateholders must prevent further danger. Irix reveals that her sealed parcel is connected to the mechanism. The party can negotiate, fight, or make a temporary agreement.

    The Claim at the Threshold

    NextOnce the party decides who may touch the controls, they must act before the next bell tolls.

  5. 3:20

    45 min

    skill

    5. The Last Toll

    The control platform at the heart of Ashbridge, with the brass rings turning slowly around a dark central seam.

    The party uses the controls, the repair kit, or an improvised plan to seal or stabilize the passage. They can take the reliquary, leave it sealed, or reveal its existence to the others.

    NextThe gate's final response leads into the resolution and determines which faction claims the passage.

Behind it

What people believe

The Gateholders recently reopened the Ashbridge Gate, an old passage beneath the road outside Bellwether.

Background

The Gateholders maintain the old stone roads and the sealed passages beneath them, deciding who may cross and when.

The stakes

If the gate surges again, it may draw more travelers into the passage or let something escape.

Encounters

2
  • The Gatehouse Wakes

    Combat

    A cramped circular gatehouse with waist-high control pillars, a central brass plate, and a narrow balcony above a deep shaft.

    Foes

    • Ashbridge Sentries, two to four animated stone wardens

    ComplicationThe mechanism's pulses make the stone floor shudder every few minutes. Anyone standing on the marked brass plates risks being knocked off balance or separated from the group.

    ScalingFor a smaller or less combat-focused party, use one sentry and let clever use of the controls disable it. For a larger or combat-ready party, add two sentries and have the warning bell summon a patrol after several rounds.

  • The Claim at the Threshold

    Combat or social confrontation

    A broad stone threshold split by a waist-deep channel, with three control rings, broken columns, and a narrow ledge leading back to the surface.

    Foes

    • Sella Korr

    • Two Bellwether Cutters

    ComplicationA volatile seal-light sweeps across the chamber. It exposes hidden movement and makes the gate respond unpredictably if characters touch the control rings during a pulse.

    ScalingFor a smaller party, Sella negotiates first and only one Cutter fights. For a larger party, add a third Cutter and have Sella use the gate controls to divide the battlefield rather than fighting to the death.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver and local Gateholders' warden

    WantsKeep Bellwether safe and preserve the Gateholders' credibility, even if that means concealing a mistake.

    “The gate is not a roadblock. It is a promise someone made before we were born.”
  • Tovin Reed

    Witness and former gate-maintenance apprentice

    WantsWarn the town about what she witnessed at the gate, despite fearing that the Gateholders will dismiss her as unreliable.

    “I heard the hinges singing under the earth. They were answering something.”
  • Sella Korr

    Antagonist, leader of a local anti-Gateholder cell

    WantsExpose the Gateholders' secret decision to reopen the Ashbridge Gate and claim control of the passage for the people of Bellwether.

    “A door is only dangerous when the wrong people decide who gets to open it.”
  • Irix Vale

    Wildcard, a masked courier with a private stake in the gate

    WantsGet a sealed object through the gate before the passage is shut again, without revealing who hired her.

    “I can help you close it. I did not say I would help you decide what happens next.”

How it ends

Rewards

Experience: Award the system's usual milestone or session-based advancement for resolving the gate crisis, saving the travelers, and making a consequential choice.
Gold: A total bounty of 180 gold pieces, divided among the party, with half paid on finding the missing travelers and the rest on securing the gate.
In the story: The party's choice establishes who has a say over the ancient roads and may make them responsible for future gate disputes.
Standing: Gain standing with the Gateholders if the party protects the passage and treats its wardens fairly. Publicly challenging their authority may instead earn support from Bellwether's council and suspicion from Gateholder officials.

Items

  • A Gateholders' brass road-token that grants free passage through staffed Gateholder checkpoints, subject to local rules.

  • A sealed repair kit containing specialized wedges, wire, and chalk for maintaining old road mechanisms.

On a win

The missing travelers are found alive in a maintenance alcove, shaken and cold, and the gate is stabilized or deliberately sealed according to the party's choice.

What it leaves open

If the party keeps the reliquary, its voice can name a person who crossed the gate generations ago and was never recorded.
If the Gateholders retain control, a senior official may arrive to reclaim the reliquary and silence witnesses.
If Bellwether takes control of the passage, nearby settlements may demand the same right over other Gateholder roads.
If the gate remains open, travelers report hearing familiar voices from sealed roads far beyond Ashbridge.

If it fails

The party cannot stabilize the gate before its next surge.
Bellwether's council closes the Ashbridge road and places the Gateholders under public suspicion. Travel and trade become harder, and the party may need to earn the town's trust before returning.
The party abandons the control chamber or is driven away before securing the threshold.
The passage opens briefly and something unseen crosses into the lower roads. The party survives, but must pursue the threat in a follow-up adventure.
The party publicly exposes the Gateholders' secret without presenting evidence or a workable plan.
Mara takes responsibility for the party's actions and loses her post. The Gateholders still offer limited support, but the party's local contact is gone.

Complications (d6)

  1. 1A brass warning bell rings from inside the sealed gatehouse. Each ring makes nearby metal objects vibrate, giving away the party's position to anyone below.
  2. 2A sudden wash of cold water floods the lower passage. The party must secure loose gear or risk losing one small carried item in the current.
  3. 3A Gateholders patrol arrives with a stamped order to arrest anyone tampering with the gate, including the party unless Mara can vouch for them.
  4. 4Sella's people release a frightened pack animal in the narrow approach. It bolts toward the party, scattering tools and threatening to knock someone into the drainage channel.
  5. 5The gate's runes flare and briefly display a name from one character's past. Tovin recognizes it as a sign that the mechanism has noticed the party.
  6. 6Irix offers an accurate map of the lower passage in exchange for permission to take one sealed parcel through the gate.

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