The Bell in the Drowned Chapel
Previously…
This is where the Tide-Bell of the Reach begins, so there is nothing to recap yet.
The Saltlight's tide-bell rang at the wrong times all week, then fell silent, and two boats have already been caught by the tide. Tilly Brack, the nine-year-old keeper, needs the old bell-founder's tide chart to set it right, and it is in the Drowned Chapel, which can only be walked into at low tide.
How long do you have?
For the guide: who you meet, rewards and tips
The map
Who’s in this adventure
Old Clatter, the Font Crab
- Heart Points
- 10
- Guard
- 12
- Attack
- Pinch +2 (1d4 Heart Points)
Grumpy, not cruel: it lives in the chapel font and only pinches when its shell is touched. Offer it something shiny or a roomier shell and it shuffles aside at once.
Rewards
- The Chapel's Tide Chart (the handout below), carried into Chapter 2.
- Tilly Brack as a friend and guide for the rest of the campaign.
- A ride home on a friendly fishing boat, and hot fish soup at the Saltlight.
Tips for running this one
- Tilly is nine and in charge, and she knows it. Let her give orders, let the heroes follow some of them, and let her be scared once, quietly, near the end.
- The tide clock (three tokens) is the chapter's tension. Take a token away out loud at the end of each chapel beat; children love watching the clock run down.
- This is the gentlest chapter of the three. It sets up the campaign and the friendship; Chapter 3 is the big one.
Play together, online
Run “The Bell in the Drowned Chapel” online with friends
Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.
The whole adventure is already loaded there, scene by scene, so you just step the party through it.
No sign-in, nothing saved. Share the link so the family can roll together.
Nobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.
The adventure, scene by scene
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Scene 1
The Bell That Rang Wrong
Read this aloud
Wind off the sea, gulls crying, and a white tower on the point with a great bronze bell hanging under its roof. A girl in an oilskin coat far too big for her is standing on the steps with her arms folded, glaring at it. "It rang at midnight on Tuesday, when the tide was nowhere near turning. It rang twice at breakfast. And since yesterday it won't ring at all." She looks at you. "I'm Tilly. I keep the Saltlight. Two boats got caught on the flats this week, and it's my bell. Are you going to help or not?"
What do the heroes try?
Climb up and look at the bell and its tide-wheel yourself (Clever, Difficulty Number 12): the wheel that tells it when to ring has slipped its marks.
Ask Tilly to tell the whole story from the start (Kind, Difficulty Number 11): she has been keeping it together all week and is glad someone asked.
Go straight down to the harbour and ask the stuck boat crews what they heard (Brave, Difficulty Number 12).
Notes for the guide
What the heroes want: Find out what has gone wrong with the tide-bell and agree how to help Tilly.
Any approach reaches the same answer: the tide-wheel slipped in a storm, and only the bell-founder's own tide chart can reset it. Tilly knows where that chart was kept: in the bell loft of the Drowned Chapel, before the sea came in. Let Tilly be bossy and brave, and let her be nine. She is the heart of this campaign.
Where they are on the map
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Scene 2
The Low-Tide Road
Read this aloud
The sea has walked out a long way, leaving shining wet sand ribbed like a giant's fingerprints. A line of old stone posts marks the road to the Drowned Chapel, its little tower leaning out of the sand ahead with seaweed hanging off it like green hair. Tilly checks a battered tide-table. "We've got until the water reaches the third post. Then we run."
What do the heroes try?
Follow the stone posts exactly, testing each step (Clever, Difficulty Number 11).
Take the shortcut across the soft sand to save time (Brave, Difficulty Number 13): it saves time, but a hero who misses sinks to the knees and needs pulling out.
Let Tilly lead: she has walked this road with her gran a hundred times, and she likes being trusted.
Notes for the guide
What the heroes want: Cross the flats to the chapel quickly and safely.
Set the clock here. Put three tokens or coins on the table: one is removed at the end of each beat inside the chapel, and when the last is gone the water is at the door. It is pressure, not punishment: nobody drowns, they just have to leave.
Where they are on the map
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Scene 4
Old Clatter in the Font
Read this aloud
Beside the stairs stands the chapel's stone font, full of seawater, and in it sits the biggest crab you have ever seen: a hermit crab wearing an old copper bucket as a shell. Hanging from a hook just above the font is a ring of keys, and the crab is watching it, and you, with both eye-stalks. Clack. Clack. It does not want company.
What do the heroes try?
Offer it something shiny, or a roomier shell from the beach (Kind, Difficulty Number 12): it swaps happily and shuffles aside.
Distract it with a dangling string or a splash on the far side (Clever, Difficulty Number 12) while someone grabs the keys.
Shoo it off firmly (Brave, Difficulty Number 13), or fight it if the table wants a scuffle: Old Clatter backs away after losing half its Heart Points.
Notes for the guide
What the heroes want: Get the loft key from above the font without upsetting Old Clatter.
Old Clatter is grumpy, not dangerous. Note how the party treated it: Tilly asks after "that crab" in Chapter 2 and is pleased if it got a new shell.
Where they are on the map
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Scene 5
The Chart in the Bell Loft
Read this aloud
The bell loft is dry, dusty and full of gull feathers, and a small green bell hangs in the middle like a sleeping bat. On the wall is a long wooden box with a name burned into the lid: ODRAN PELL, BELL-FOUNDER. Inside, rolled in oilcloth, is a chart covered in curving lines and tiny bells. Then you hear it below: the sea, coming back in through the front door. Tilly grabs your sleeve. "Third post. We have to go now."
What do the heroes try?
Race back down the stairs and out along the posts (Brave, Difficulty Number 13).
Ring the little chapel bell: Tilly knows a boat-crew always rows over when it rings at the wrong time, and a friendly fishing boat comes to the window (Clever, Difficulty Number 12).
Read the chart quickly: it shows a high sandbank behind the chapel that stays dry, and the party can wait there until the boat comes (Clever, Difficulty Number 13).
Notes for the guide
What the heroes want: Take the tide chart and get everyone out of the chapel before the water rises.
However they leave, the party gets out wet but safe, with the chart. Back at the Saltlight, Tilly unrolls it on the floor and finds Odran Pell's note (the handout). That note ends the chapter: the tide-wheel can be reset, but the bell will never ring true without its clapper, and the storm has carried the clapper away.
Where they are on the map
Show your players this
The Chapel's Tide Chart
Curving lines in brown ink, a little bell drawn at every turn of the tide. In the corner, in neat old handwriting: "To whoever keeps my bell after me. If the wheel slips, set it by this chart. If the clapper is ever lost, look where the ebb leaves things: the Wracks, under the lady who looks out to sea. A bell is only a bell until somebody makes it ring true. O. Pell."
Print this handout