The Bell Beneath Cold-Silver Cut
The Bell Beneath Cold-Silver Cut
Read aloud
For three nights, a blue light has pulsed from the sealed entrance to Cold-Silver Cut, and each pulse has been followed by a sound like a bell rung deep underground. Mara Venn, the last surveyor to work there, offers a substantial reward for her missing survey key and proof that the mine will not collapse into the valley. She needs someone to go in before the next storm seals the entrance again.
Run the session
Cheat sheet
Objectives
- 11. Recover Mara Venn's survey key.
- 22. Assess the danger posed by the lower galleries.
- 33. Stop the pulse from endangering the settlement, by negotiation or force.
- 44. Discover the truth behind the voice Sella has heard.Optional
The clock
A storm will close the entrance in roughly one day. Each major delay gives the mine more time to flood or shift, and the next bell pulse may trigger a fresh collapse.
Scenes
- 0:00The Surveyor's Offer
- 0:35Tracks in the Ice
- 1:35The Last Witness
- 2:20The Sluice Decision
- 3:15The Bell Beneath the Ridge
Cast
- Mara VennQuestgiver and former mine surveyor
- Sella RimeWitness and solitary guide
- Orrik ValeAntagonist and missing mine foreman
The hook
Set the scene
Mara meets the party in an abandoned weigh station at the foot of the ridge. She shows them a sketch of the mine's upper levels and explains that the brass survey key is needed to open the lower sluice controls. As she speaks, a blue glimmer passes across the distant entrance, followed by a single, deep bell note that makes the dust tremble.
How Mara Venn asks
Mara approaches the party at a roadside weigh station with a hand-drawn mine map, a sealed emergency lantern, and an offer of pay.
She admits she left the survey key behind during the mine's evacuation and asks the party to report any signs of structural failure.
Rumours
Scenes
about 5 hours0:00
35 min
socialThe table is here
1. The Surveyor's Offer
An abandoned weigh station beneath the ridge, with Cold-Silver Cut visible across a frozen ravine.
Mara explains the job, shows the map, and gives the party a chance to ask about the evacuation. Her account is practical but avoids discussing the missing crew by name.
NextThe party follows the old haul road to the mine entrance before the weather worsens.
0:35
60 min
exploration
2. Tracks in the Ice
The old loading bay, ore sorting floor, and broken lift shaft.
The party enters through a collapsed loading bay and searches the upper workings for a safe route down. Evidence suggests someone has recently been moving through the mine.
The Broken LiftNextThe lift shaft or a narrow maintenance stair leads to the miners' quarters.
1:35
45 min
social
3. The Last Witness
A cramped bunkhouse with a stove that has gone cold and a wall covered in old crew rosters.
The party meets Sella and can earn her trust by listening, offering help, or sharing what they know. She can point out a safer route, but warns that the voice below is not what it seems.
NextSella's information leads to a sluice control room and the route into the lower galleries.
2:20
55 min
skill
4. The Sluice Decision
A slanted stone passage, a waist-deep water channel, and a control room of rusted levers.
The party crosses a flooded passage and operates the old sluice controls, choosing which channels to drain or leave intact. The markings reveal that the lower workings were deliberately sealed from the rest of the mine.
NextOpening the sealed route exposes the heart chamber and rings the mine's bell.
3:15
90 min
combat
5. The Bell Beneath the Ridge
The heart chamber beneath the deepest gallery, where the cold-silver seam shines above a crevasse.
The party confronts Orrik and learns enough to make a choice: bargain for a containment plan, attempt to drive him away, or attack and disrupt the seam. Resolve the adventure according to that choice and the party's earlier treatment of Sella.
The Heart ChamberNextThe party escapes through the mine's upper route with its findings, or remains to deal with the consequences of its decision.
Behind it
What people believe
The abandoned mine called Cold-Silver Cut has begun to glow and ring at night.
Mara Venn, a former surveyor, hires the party to recover her survey key and inspect the lower galleries before a storm closes the entrance. The mine's old machinery, unstable ice, and an isolated former foreman stand between the party and the answers.
Background
Cold-Silver Cut began as a mine driven into a glacier-veined ridge.
The miners found a seam of pale metal that stayed painfully cold even beside a furnace. After a collapse sealed the lower workings, the mine was abandoned and its passages became a dungeon of frozen galleries, flooded shafts, and old machinery. Locals now avoid it because silver-blue light sometimes shines from the sealed entrance at night.
The stakes
If the pulse continues, ice and water may undermine the ridge and send a slide toward the settlement.
If the party destroys the seam carelessly, the mine may collapse and trap anyone still inside. If they leave it untouched, the strange influence may spread.
Encounters
2The Broken Lift
Combat
A cracked lift platform above a shallow, ice-covered sump. Narrow ledges provide stable footing, while loose ore carts can be shoved or used as cover.
Foes
Three frost-bitten mine scavengers
One ice-backed burrower
ComplicationThe floor is slick and the old lift chain can be released by a deliberate action, dropping the platform several feet and separating combatants.
ScalingFor a smaller or less experienced party, use two scavengers and omit the burrower. For a larger or more capable party, add two scavengers and make the lift chain an active hazard.
The Heart Chamber
Combat or social confrontation
A circular chamber around a bright silver seam, with waist-high ore bins, hanging chains, and narrow bridges over a dark crevasse. The seam can be shielded, disrupted, or left intact.
Foes
Orrik Vale, transformed mine foreman
Two cold-silver husks
ComplicationA pulse from the silver seam causes exposed metal to freeze to nearby surfaces. Characters can release stuck gear, but doing so costs time and may draw the guardian's attention.
ScalingIf the party is struggling, the husks collapse when Orrik is persuaded to stand down. If the party is strong, add a third husk or have the chamber's freezing pulse recur during the confrontation.
Cast
3Mara Venn
QuestgiverQuestgiver and former mine surveyor
WantsRecover the survey key and learn whether the strange sounds signal a collapse that could threaten the nearby settlement.
“Bring back the brass survey key if you can. If not, bring back proof of what is making the mountain sing.”
Sella Rime
Witness and solitary guide
WantsKeep intruders away from a chamber she believes contains the resting place of her lost brother.
“The Cut is not empty. It remembers every hand that took from it.”
Orrik Vale
Antagonist and missing mine foreman
WantsProtect the cold-silver heart of the mine, which is sustaining him while slowly transforming him.
“You can leave with the key, or you can leave with your hands. Choose carefully.”
How it ends
Rewards
Items
Mara's sealed emergency lantern, which burns in wind and sleet until its oil is spent.
A cold-silver shard, if the party safely recovers one. It remains unnaturally cold and may attract attention.
On a win
The party returns with the survey key, a reliable account of the lower galleries, and a plan or decision that prevents the mine from immediately endangering the settlement.
If Orrik is spared, Mara can help find a way to contain the seam; if the seam is broken or sealed, the blue light fades, but the ridge gives one final deep shudder.
What it leaves open
If it fails
- The party cannot recover the survey key or determine whether the lower galleries are stable.
- Mara pays only a reduced fee and the settlement must evacuate the closest homes before winter.
- The party retreats without resolving the heart chamber confrontation.
- Orrik remains bound to the chamber, and the cold-silver pulse grows stronger. The dungeon becomes more dangerous for future visitors.
- The party threatens or betrays Sella after learning she has been withholding information.
- Sella leaves the party to act alone, and her knowledge of a safe passage is lost.
Complications (d6)
- 1A ceiling seam cracks and drops a slab across the most direct route. Clearing it takes time and exposes the party to falling ice.
- 2A thin crust over a flooded shaft breaks beneath one character, who must be pulled out before the cold water drains their strength.
- 3A burst of silver dust clings to metal equipment, making it ring audibly whenever anyone moves.
- 4The mine's old signal bell rings once from below. Every nearby creature goes silent, then moves toward the sound.
- 5A lantern flame turns blue and reveals fresh footprints circling the party, although no one has approached.
- 6A waterwheel unexpectedly turns, lowering a sluice gate and dividing the party from its supplies or chosen route.
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