The Bell at Brindle Spring
The Bell at Brindle Spring
Read aloud
At dusk, a brass bell rings from the hills, though the old spring shrine has been empty for years. Reeve Mara Venn offers the party 25 gp to find her missing surveyor's apprentice and learn whether the lantern road can be reopened. She places a muddy map on the table and says, "Bring Tovin home, and tell me what is ringing that bell."
Run the session
Cheat sheet
Objectives
- 1Reach the old spring shrine.
- 2Find and bring home Tovin Pell.
- 3Discover the cause of the bell and resolve the encounter at the shrine.
- 4Restore the spring's flow to the road.Optional
The clock
Tovin has limited food and water in the culvert. After one full day without rescue, he tries to reach the village alone, risking injury on the landslide trail.
Scenes
- 0:00A Bell at Dusk
- 0:25The Broken Lantern Road
- 1:10The Missing Surveyor
- 1:45The Nest at Brindle Spring
- 2:40The Road Reopened
Cast
- Mara VennQuestgiver
- Sella DarnAlly
- PipWildcard
- Tovin PellWitness
The hook
Set the scene
Mara Venn meets the party in Brindleford's common room. She shows them a rough map with the lantern road marked in charcoal and explains that Tovin went to inspect the shrine three days ago. Sella Darn offers to guide them to the last known trail marker, but warns that the landslide has made the upper path uncertain.
How Mara Venn asks
Mara Venn approaches the party in the common room, makes a direct request, and offers a modest payment.
She asks them to bring Tovin home and assess the road, not to kill whatever they find.
Rumours
Scenes
about 3 hours0:00
25 min
socialThe table is here
1. A Bell at Dusk
The common room of Brindleford's inn, where a muddy map and a cold cup of tea sit on Mara's table.
Mara hires the party and Sella shares what she knows. Characters can ask about Tovin, the road, the bell, or the reward.
NextWhen the party is ready, Sella leads them to the last maintained trail marker outside the village.
0:25
45 min
exploration
2. The Broken Lantern Road
A hillside trail interrupted by loose shale, a dry culvert, and patches of scrub.
The party follows old survey marks through the landslide area. Sella can guide them, or characters can navigate using Survival, Investigation, or practical tools. Use a complication here if the pace needs pressure.
The Culvert ScavengersNextThe trail reaches the shrine's spring basin, where the bell sounds once from above.
1:10
35 min
social
3. The Missing Surveyor
The mouth of the culvert and the overgrown approach to the shrine.
The party finds signs of Tovin's passage and can locate him in the culvert or behind the shrine wall. He explains that something small and winged startled him, and that he heard the bell whenever it moved near the frame.
NextTovin points out the nest near the bell and asks the party not to hurt its occupant.
1:45
55 min
combat
4. The Nest at Brindle Spring
A small stone shrine with a spring basin, a loose bell frame, and a low nesting wall.
The party encounters Pip at the spring shrine. They can fight, calm him, distract him, or avoid the nest while inspecting the bell and blocked water channel.
The Nest at the Bell ShrineNextOnce the shrine is safe enough to inspect, the party can clear the channel, gather Tovin, and return to Brindleford.
2:40
25 min
social
5. The Road Reopened
Brindleford's common room, now filled with neighbors waiting to hear what happened.
Mara hears the party's report and pays them. Tovin can explain his part in the mishap, and the party chooses whether to recommend reopening the road or protecting the shrine as a quiet refuge.
NextThe adventure ends with the village's response, or the party follows one of the new leads.
Behind it
What people believe
The old lantern road to Brindle Spring has been closed since a landslide.
Recently, the shrine's bell has rung at dusk, and a young surveyor's apprentice has disappeared while checking the route. Reeve Mara Venn hires the party to find the apprentice, investigate the shrine, and report whether the road can be used again.
Background
For generations, the villagers of Brindleford have used the old lantern road to reach a spring shrine in the nearby hills.
The road fell out of use after a landslide, and the shrine's brass signal bell has recently begun ringing at dusk despite having no keeper. A surveyor sent to investigate has not returned.
The stakes
Tovin may be stranded or injured, and Brindleford may lose a useful route and clean spring water.
A frightened creature at the shrine could be harmed if the party mistakes its defensive behavior for an attack.
Encounters
2The Culvert Scavengers
Combat or negotiation
A damp stone culvert opens onto a 20-foot-wide hillside trail. Knee-high brush provides half cover, and a shallow ditch offers a place to crouch.
Foes
2 giant rats
ComplicationA narrow approach limits movement. Any creature shoved or knocked prone within 5 feet of the ledge must succeed on a DC 10 Dexterity saving throw or slide 5 feet down the slope, taking 1d4 bludgeoning damage. The slope is not a sheer drop.
ScalingFor one character or a very cautious group, use 1 giant rat. For a party of five or more, use 3 giant rats. The rats flee when half their number are defeated.
The Nest at the Bell Shrine
Combat, social, or avoidance
A small stone shrine borders a clear spring. A low wall divides the space, the bell hangs from a cracked wooden frame, and a shallow stream crosses the floor. The nest is tucked behind the wall.
Foes
1 pseudodragon, Pip
ComplicationPip is frightened, not malicious. If characters spend an action speaking calmly, offer food, or show they are backing away from the nest, he stops attacking. He flees when reduced to half his hit points.
ScalingUse Pip's standard D&D 5E pseudodragon statistics only if the party is level 2 and the GM is comfortable with a potentially dangerous creature. For level 1, reduce Pip to 5 hit points, remove his sting attack, and have his bite deal 1 piercing damage. In either version, Pip seeks to scare intruders away and does not fight to the death.
Cast
4Mara Venn
QuestgiverQuestgiver, Brindleford's reeve
WantsWants the lantern road reopened before the spring planting and hopes the missing surveyor is alive.
“The bell rang three times last night. It has never rung three times before.”
Sella Darn
Ally, experienced trail guide
WantsWants to find her apprentice, Tovin, and prove that the old route can be safely surveyed.
“I marked the safe stones with chalk. If the marks are gone, don't guess where to step.”
Pip
Wildcard, a young injured pseudodragon
WantsWants to protect her nest and avoid being driven from the spring.
“I only wanted somewhere quiet to mend my wing. I did not mean to frighten anyone.”
Tovin Pell
Witness, missing surveyor's apprentice
WantsWants to return to Brindleford safely and hide how carelessly he left the marked trail.
“I heard the bell, then a voice from the stones. I ran. I should have stayed.”
How it ends
Rewards
Items
A small brass wayfinder marked with the lantern road, useful as a simple keepsake and proof of the party's service.
Sella's field kit: 2 days of trail rations and a coil of 50 feet of hempen rope.
On a win
The party returns Tovin safely and reports the source of the bell.
If they clear the channel, the spring flows freely again and Mara agrees to reopen the lantern road after repairs. Pip remains at the shrine if treated kindly, while the party earns the village's gratitude regardless of whether the young creature stays.
What it leaves open
If it fails
- If the party cannot navigate the landslide trail or abandons the search, Mara keeps the road closed and sends another expedition later.
- The party can still retreat and return with more supplies, but the one-shot may end with the shrine unexplored.
- If the party leaves without calming or bypassing Pip, the young pseudodragon hides the trail to its nest and refuses to let anyone approach the spring.
- Tovin returns with the party, but the spring and bell remain unexplained. Brindleford gains no safe water access from the shrine.
- If Tovin is injured or left behind, his family blames the party unless they made a clear effort to protect him.
- The village loses trust in the party and delays reopening the route. Sella may still guide a future expedition if the characters acknowledge the danger honestly.
Complications (d6)
- 1A curtain of loose shale slides across the trail. Characters must scramble clear or take 1d4 bludgeoning damage and lose 10 minutes clearing a narrow passage.
- 2A cold drizzle washes away the chalk trail marks. Sella can restore the route with a successful DC 10 Wisdom (Survival) check; otherwise the party spends 20 minutes searching a nearby ravine.
- 3Two giant rats emerge from a dry culvert and try to snatch exposed food. They flee if injured, threatened with fire, or offered food.
- 4A cracked stone marker tips toward a character. A successful DC 10 Dexterity saving throw avoids it; on a failure, the character takes 1d4 bludgeoning damage and drops one held item nearby.
- 5Pip mistakes a shiny object for a threat to the nest and makes a defensive flyby. A calm voice and a successful DC 10 Wisdom (Animal Handling) check settle him; otherwise he retreats and the party loses time following his cries.
- 6The spring's bell rings once in the wind. Tovin, if present, panics and starts toward the old path; a character must call him back or make a successful DC 10 Charisma (Persuasion) check to keep him with the group.
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