The Bell Beneath the Reeds
The Bell Beneath the Reeds
Read aloud
Briar Glen's warning bell has vanished from a locked tower, and strange blue lights now haunt the river road. Reeve Mara Fen offers a reward for its return before the next storm. A ferryman's apprentice insists the bell is somewhere beyond the old ford.
Run the session
Cheat sheet
Objectives
- 11. Find the trail of the missing brass bell.
- 22. Retrieve the bell from beyond the old ford.
- 33. Decide where the bell belongs and report the outcome to Briar Glen.
- 44. Uncover the dispute over the spring.Optional
The clock
A storm is expected within two days. The party has until dusk tomorrow to return or settle the bell's fate before rain makes the ford dangerous and threatens Briar Glen's lower homes.
Scenes
- 0:00The Empty Case
- 0:25Tracks Through the Reeds
- 1:05The Thief's Warning
- 1:40The Keeper's Question
- 2:30A Bell's Future
Cast
- Mara FenQuestgiver
- Tovin ReedWitness
- Sella VaneAntagonist
- The Reed WardenWildcard
The hook
Set the scene
Mara Fen meets the party in the watchtower's cramped ground-floor room. The empty bell case sits on a table beside a freshly cut length of cord. Tovin waits outside, anxious to describe the blue light he saw heading toward the old ford.
How Mara Fen asks
Mara approaches the party directly in the watchtower, offering a clear payment and a deadline.
She is honest about what is known but initially avoids discussing the village's recent work near the river.
Rumours
Scenes
about 3 hours0:00
25 min
SocialThe table is here
1. The Empty Case
The watchtower room in Briar Glen, with the empty bell case and an anxious witness nearby.
Mara explains the theft and offers payment. The party can inspect the case, question Tovin, and choose whether to accept the task.
NextTovin points toward the ford, where he saw the light travel along the riverbank.
0:25
40 min
Exploration
2. Tracks Through the Reeds
The old ford and a reed-choked boardwalk across the marsh.
The party follows traces of wet grass, faint brass marks, and Tovin's directions. They can take the boardwalk or a longer path through dry woodland.
Boardwalk AmbushNextA trail of fresh footprints leads to a sheltered bank where Sella has made camp.
1:05
35 min
Social
3. The Thief's Warning
A small camp under an alder tree, with the wrapped bell beside Sella's supplies.
Sella admits taking the bell and explains that she fears what it will summon. The party can hear her out, pressure her, or agree to approach the spring carefully.
NextSella reveals the path to the spring, but the party must decide whether to bring her along or leave her behind.
1:40
50 min
Social
4. The Keeper's Question
A quiet spring basin beneath willow roots, where the bell's wrapped metal hums softly.
At the spring, the Reed Warden appears and asks why the bell has been brought there. The party can bargain for the bell, learn of the old pact, or attempt to seize it.
The Keeper at the SpringNextWith the bell secured or its fate agreed, the party returns to Briar Glen to present a resolution.
2:30
25 min
Social
5. A Bell's Future
The watchtower or the village green, where villagers have gathered to hear the result.
Mara asks what happened. The party's choice determines the reward, the village's response, and whether the old pact is acknowledged.
NextEnd the adventure, or follow one of the hooks concerning the spring and the river's old tokens.
Behind it
What people believe
The warning bell of Briar Glen has been stolen from its locked watchtower.
Strange lights have appeared near the river since its disappearance. Reeve Mara Fen asks the party to find and return it before the next storm, while a witness points them toward the old ford.
Background
The village of Briar Glen keeps a brass bell in its old watchtower.
It is rung only when the river floods or the surrounding woods become dangerous. Three nights ago, the bell was removed from its locked case without disturbing the door or its guard. Since then, travelers have reported eerie lights along the river road.
The stakes
If the bell remains missing, Briar Glen has no reliable warning when the river rises.
If it is rung thoughtlessly at the spring, the Reed Warden may flood the village's low ground. The deeper question is whether the village will honor the old protections around its water source.
Encounters
2Boardwalk Ambush
Combat
A narrow, slick boardwalk crosses reeds and knee-deep water. A character shoved from the boards lands in shallow mud, losing time but not taking severe harm by default.
Foes
2 to 4 marsh hounds
ComplicationThe creatures are frightened by the bell's faint vibration. If the bell is exposed or rung, they focus on it and ignore anyone who moves away from the sound.
ScalingFor a smaller or less combat-ready party, use 2 marsh hounds. For a larger or more experienced party, use 4. The party can avoid the fight by calming the animals or taking a longer route.
The Keeper at the Spring
Social or environmental
A shallow spring basin beneath willow roots, with slippery stones, waist-high reeds, and a narrow bank. The bell's chime carries unusually far here.
Foes
The Reed Warden, a river spirit
ComplicationIf negotiations stall, the spirit raises the water around the spring and threatens to wash the bell away. The danger is environmental, not an automatic attack.
ScalingFor a gentler finale, the Warden can be appeased with a promise to protect the spring. For a tougher finale, rising water divides the party and makes reaching the bell more difficult. Combat is possible but is not required.
Cast
4Mara Fen
QuestgiverQuestgiver, Briar Glen's practical reeve
WantsWants the bell returned before the next storm and hopes to keep the theft from becoming a public scandal.
“Bring the bell back before dusk tomorrow. I would rather pay for a quiet retrieval than explain to the whole valley why our warning system is gone.”
Tovin Reed
Witness, a ferryman's apprentice who spotted the bell's trail
WantsWants someone to investigate the lights and prove that her account is not a frightened child's invention.
“I saw a blue light cross the ford, then heard a tune from somewhere beneath the water. I know what I saw, even if no one believes me.”
Sella Vane
Antagonist, a reclusive local herbalist who took the bell
WantsBelieves returning the bell to the tower will provoke a dangerous spirit and wants it hidden or destroyed.
“It was never meant to be a warning bell. It calls the river's old keeper, and I will not let the reeve use it to summon that creature again.”
The Reed Warden
Wildcard, an ancient river spirit bound to the bell's chime
WantsWants the bell's history acknowledged and the riverbank spring protected from further construction.
“The water remembers every hand that has rung it. Ask what it remembers before you decide where it belongs.”
How it ends
Rewards
Items
A custom item, the Ferryman's Reed Charm: a braided reed token said to help its bearer find a safe crossing. Its effect is for the GM to define for the chosen ruleset.
On a win
The party recovers the bell and makes a clear decision about its future.
A peaceful resolution can establish a new agreement to protect the spring; a simple return to Mara satisfies the immediate retrieval, but leaves the old dispute unresolved.
What it leaves open
If it fails
- The party cannot persuade the Warden to release the bell or make a credible promise to protect the spring.
- The Reed Warden takes the bell into the spring. Briar Glen loses its warning bell, and the party must negotiate for its return later.
- The party allows Sella to leave without securing the bell or learning where she plans to hide it.
- Sella escapes with the bell and becomes a wary recurring NPC. Mara pays only a small expense stipend, and distrust grows between the reeve and the herbalist.
- The party rings the bell at the spring or ignores the Warden's warning and forces the retrieval.
- The bell is returned, but the Warden's anger brings a minor flood to the lower village and damages several riverside sheds.
Complications (d6)
- 1A sudden shower swells the stream crossing; anyone crossing without securing a line risks losing carried gear downstream.
- 2A pair of suspicious villagers follows the party, convinced the outsiders are responsible for the theft.
- 3The bell rings once from inside its wrapping, drawing nearby marsh birds into a loud, circling flock.
- 4A rotten plank gives way on the old boardwalk, separating one character from the group until someone helps.
- 5Sella's warning reaches the party through a charcoal note left on the trail: the bell must not be rung near the river.
- 6A local patrol arrives at the riverbank and demands to know why the party is trespassing near the protected spring.
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