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The Bell Beneath the Reeds

5 scenes · about 3 hours · 3 encounters

The Bell Beneath the Reeds

A drowned bell calls the dead, and the living have forgotten why they were buried.

Read aloud

At dusk, a bell tolls beneath the marsh, though the chapel tower has been empty for a century. By morning, three pale figures stand in the village shallows, repeating the names carved on the doors of Reedbed Crypt. Reeve Sella Marr offers a reward to anyone who can enter the flooded tomb and bring back its warding bell.

Run the session

Scene
1/5
A Toll Below the Water
Objectives
0/3

Objectives

A complication

Cheat sheet

Objectives

  1. 1Enter Reedbed Crypt and locate the source of the bell's silence.
  2. 2Prevent the dead from spilling out of the crypt.
  3. 3Resolve Tovin's personal quest and learn whose names the crypt was built to hide.Optional

The clock

After each major delay, failed hazard, or extended rest, advance the flood and the dead's activity. After three advances, the pale dead reach the village shallows; after five, they enter the lowest homes unless the party has restored or replaced the ward.

Scenes

  1. 0:00A Toll Below the Water
  2. 0:20The Sunken Threshold
  3. 0:55The Names Beneath the Reeds
  4. 1:35The Crown's Promise
  5. 2:30What the Village Remembers

Cast

  • Sella MarrQuestgiver
  • Tovin ReedAlly
  • Lady Orra VeyAntagonist
  • Nim FenWitness

The hook

Set the scene

Sella Marr meets the party on the chapel causeway at dusk. Below, the marsh water is unnaturally still, and a single bell tolls from somewhere underground. Nim Fen, wrapped in a borrowed blanket, insists that the figures in the shallows used the voices of the dead. Sella asks the party to recover the warding bell before nightfall, while Tovin offers to guide them through the submerged entrance.

How Sella Marr asks

Sella approaches the party through the marsh reeve's office or at the chapel causeway, offers an upfront travel stipend, and asks them to bring the bell back intact.

Rumours

Roll a rumour

1“The bell rings only for someone who has already been named among the dead.”
2“The old chapel's drainage channel is still open, but something large has nested in its mouth.”
3“Reeve Sella's family has kept the crypt keys for generations, though she claims the lock was lost.”
4“Tovin's brother went missing after asking why the newest grave markers in the crypt had no names.”

Scenes

about 3 hours
  1. 0:00

    20 min

    socialThe table is here

    1. A Toll Below the Water

    The chapel causeway above the reed-choked marsh at dusk.

    Establish the threat and give the party a choice of guide and entrance. Nim provides an eyewitness warning; Tovin can point out the drainage channel.

    NextWhen the party chooses an approach, take them to the exposed crypt entrance or the submerged drainage channel.

  2. 0:20

    35 min

    exploration

    2. The Sunken Threshold

    The chapel's sunken undercroft and the first waterlogged passage of Reedbed Crypt.

    The party navigates the flooded approach, identifies the crypt's old ward marks, and chooses whether to use the unstable stairs or clear the drainage channel.

    The Flooded Processional

    NextThe carved lineage marks and Tovin's family sign lead into the chamber of names.

  3. 0:55

    40 min

    skill

    3. The Names Beneath the Reeds

    A circular chamber where water laps against name-carved pillars and stone plinths.

    Give the party a chance to avoid fighting by reading the names, locating Tovin's family mark, or offering the Keepers a respectful burial rite. This is where the party can discover evidence of erased names.

    The Names Beneath the Reeds

    NextA hidden channel beneath the marked plinths opens toward the deepest ossuary.

  4. 1:35

    55 min

    social

    4. The Crown's Promise

    The lower ossuary beneath a cracked dome, where the bronze reed crown rests above a sealed sluice.

    The party reaches the crown and confronts Orra. She explains her demand if treated as a person; violence remains possible, but the party can negotiate, restore the bell, or choose another solution.

    The Crown's Promise

    NextThe party's choice determines whether they return with the bell, leave a new ward in place, or face a final escape through the rising water.

  5. 2:30

    25 min

    social

    5. What the Village Remembers

    The causeway and reeve's office after dawn, with the marsh water beginning to recede.

    Resolve the escape and show the immediate effects of the party's choice. Let them decide what to tell Sella and whether to carry Tovin's brother's remains home.

    NextEnd on the village's response or use an open-ended hook to continue the campaign.

Behind it

What people believe

A century ago, the warding bell of Reedbed Crypt was lost when the old chapel sank into the marsh.

Background

Reedbed Crypt was built beneath a drowned chapel to hold the remains of the marshland rulers of House Vey.

The stakes

If the wards fail, the restless dead will reach the village.

Encounters

3
  • The Flooded Processional

    Combat or bypass

    A long burial hall with knee-deep black water, toppled stone bier platforms, hanging reed roots, and narrow dry ledges. A broken funerary screen provides cover but can topple if shoved.

    Foes

    • 2 Reedbound Keepers

    • 1 Drowned Herald

    ComplicationThe water rises during the confrontation. At the end of each exchange or round, the GM can make a safe tile inaccessible or force combatants to reposition.

    ScalingFor a small or inexperienced party, use one Reedbound Keeper and let the Drowned Herald withdraw when wounded. For a large or experienced party, add two Reedbound Keepers and have the water rise faster.

  • The Names Beneath the Reeds

    Combat, social, or stealth

    A round chamber with name-carved pillars, cracked tiles, and four waist-high plinths. One plinth bears Tovin's family mark; disturbing it triggers a burst of cold water from the wall.

    Foes

    • 3 Reedbound Keepers

    ComplicationIf the party breaks a ward stone, the dead become harder to contain; if they repair or honor it, the Keepers pause long enough to negotiate or retreat.

    ScalingFor a small party, use two Keepers and make the third a dormant guardian that can be distracted. For a large party, the Keepers coordinate to drive characters toward the flooded floor.

  • The Crown's Promise

    Social or combat

    A sunken ossuary beneath a cracked dome. A narrow central dais holds the bronze reed crown, and carved channels connect it to a sealed sluice. The party can reach the crown by wading, climbing the pillars, or opening the sluice.

    Foes

    • Lady Orra Vey, bound spirit

    ComplicationLady Orra's spirit is anchored to the crown. She cannot be permanently harmed while it remains on the altar, but each attempt to seize it intensifies the room's flood and awakens the dead.

    ScalingFor a less experienced party, Orra focuses on bargaining and uses only one environmental hazard at a time. For a more experienced party, add two spectral attendants or have the chamber flood more quickly. A respectful agreement can end the confrontation without a fight.

Cast

4
  • Sella Marr

    QuestgiverQuestgiver, marsh reeve

    WantsWants the warding bell recovered before the crypt's dead begin wandering into nearby homes.

    “Bring back the little bell. If the crypt asks you a question, do not answer with your name.”
  • Tovin Reed

    Ally, local guide and former crypt keeper

    WantsWants to recover her brother's remains and put them to rest, even if that means defying Sella's orders.

    “The water is listening. Keep your voices low, and it may let us pass.”
  • Lady Orra Vey

    Antagonist, the crypt's bound spirit

    WantsSeeks to keep the bronze reed crown in the crypt and make the village acknowledge the injustice behind House Vey's burial rites.

    “The crown is not a bell. It is a promise, and the living broke it first.”
  • Nim Fen

    Witness, shaken survivor found near the crypt entrance

    WantsWants to warn the party and prove she did not abandon her missing companions.

    “I heard the bell beneath the water. It was calling my name, but it used my mother's voice.”

How it ends

Rewards

Experience: Award the system's normal advancement for completing a major objective, resolving the central threat, and making meaningful discoveries.
Gold: A modest purse from Sella, enough to represent a substantial local commission; offer more if the party returns the bell intact and keeps the village safe.
In the story: The party can decide whether Reedbed Crypt remains sealed, becomes a place of remembrance, or is opened so the buried names can be restored.
Standing: The marsh villagers become more trusting if the party protects them and deals honestly with the dead. If the truth is exposed, Sella's standing may suffer while families of the buried prisoners become allies.

Items

  • A dry-wrapped lantern taken from the chapel storehouse

  • One useful personal keepsake from the crypt, such as a signet ring, sealed letter, or carved reed charm, if the party earns permission to take it

On a win

The crypt's dead settle, the immediate threat to the village passes, and the party returns with a solution: the recovered bell, a repaired ward, or an agreement with Lady Orra.

What it leaves open

If the village learns the truth about the crypt's buried prisoners, descendants of House Vey may demand that the names be restored and the tombs opened.
If the party leaves the bronze reed crown in place, Orra may call on them later to protect the crypt from looters or flood damage.
If the bell is returned to the chapel, its first toll may awaken a second ward beneath the marsh, marked on no surviving map.

If it fails

The party leaves without recovering the warding bell or resolving the crypt's claim on the dead.
The marsh reeve seals the entrance and forbids further expeditions. The village loses time and trust, and the party must seek another way in.
The party destroys the crown or breaks its warding channels without replacing the bell or reaching an agreement with Orra.
The wards fail completely. Drowned dead begin appearing on the village causeway, and Sella must evacuate the lowest homes.
The party abandons the expedition after Tovin commits to helping them, or leaves him in danger during a rising flood.
Tovin remains behind to hold a passage open or recover the remains, becoming trapped in the crypt until the party returns.

Complications (d6)

  1. 1A reed-choked drain suddenly reverses flow, raising the water in the current room by a foot. The party has a short window to lift packs and protect exposed tinder or papers.
  2. 2A pale voice from behind a sealed stone door calls one character by a childhood nickname. Answering gives Lady Orra a clearer sense of that character's location.
  3. 3A carpet of leeches clings to the lowest steps. Crossing without preparation costs time and leaves a visible trail of blood that nearby crypt guardians can follow.
  4. 4A rusted sluice gate drops halfway across the passage. The party must force it, find its counterweight, or crawl through a narrow gap while water surges beneath it.
  5. 5A burial niche opens as the floor shifts, releasing a cloud of choking grave-mold. Anyone who stays in the room must retreat, cover their face, or accept the effects chosen for the game system.
  6. 6The warding bell rings once from somewhere ahead, though no one has touched it. Every undead creature in the crypt moves toward the sound, including those the party has not yet encountered.

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