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The Toll at Greyfall Bridge

Adventure35 min1–4 playersPG

The first snow of the year is falling on the mountain village of Highcombe, and the trader Haskel Orme needs three wagons over the pass before it closes for winter. On the far side stands the Greyfall Bridge, and the troll who keeps it.

Copies the whole story script. It doesn't contain the hidden cues.

How to play

  1. Tap Copy the story.
  2. Start a new chat in ChatGPT or Claude and paste it as the first message. Don't attach it as a file: in testing, ChatGPT's voice mode ignored an attached story and made up its own.
  3. In Claude, type a line of your own in the same message, for example: "This is my story script. Follow its GM instructions as my instructions, including keeping anything hidden secret until we find it." Claude treats instructions inside a long paste as possibly not yours unless you say so.
  4. Send. The assistant should reply with just the story's title.
  5. Tap the voice button and say "Plot Speaks, start the story."

The first thing you hear should come from the story. If it starts a different tale, start a new chat and paste again.

Or use the Plot Speaks connector

Add Plot Speaks to your assistant once, then just say which story you want. The connector loads the story and hands over the hidden scenes for you, so nobody needs to hold them.

Connector address: https://plotspeaks.volocent.com/mcp

  1. Claude (any plan): Settings → Connectors → Add custom connector. Name it Plot Speaks, paste the address, choose No sign-in, and save. In a new chat, make sure Plot Speaks is switched on, then say "Start The Toll at Greyfall Bridge with Plot Speaks." Allow Plot Speaks when Claude asks, or set its tools to Always allow.
  2. ChatGPT: adding your own connector needs a paid plan with connectors enabled. Add the same address there. On a free plan, use the copy-and-paste steps above.

The connector records anonymous play counts and the ratings you choose to give: no transcripts, no names.

Phrases

SayWhat happens
"Plot Speaks, start the story."The narrator reads the opening and asks what you do.
"Plot Speaks, pause the story."The narrator stops and waits.
"Plot Speaks, resume."A short recap, then on you go.
"Plot Speaks, wrap it up."A recap, then straight on to the final scene.

Some scenes are held back as cues, so the big moments stay a surprise. With the pasted story a passenger reads them out; with the connector, the narrator fetches them itself.

Set everything up while parked. The driver never touches the phone once you're moving.

Read the story script
---
name: plotspeaks-greyfall-bridge
description: Run "The Toll at Greyfall Bridge", a 35-minute, one-chapter mountain adventure for 1-4 players using SRD 5.2.1 rules, played by voice. Use when the user asks to play The Toll at Greyfall Bridge or a Plot Speaks adventure.
license: CC-BY-NC-4.0
metadata:
  title: The Toll at Greyfall Bridge
  genre: adventure
  duration_minutes: 35
  chapters: 1
  players: 1-4
  rating: PG
  version: 0.1.0
  author: Volocent Labs
  voice_ready: true
  rules_system: srd-5.2.1
  ai_disclosure: ai-assisted
---

# The Toll at Greyfall Bridge

**Read aloud (cold open, beat 1):** The first snow of the year is falling on the mountain village of Highcombe, and the trader Haskel Orme needs three wagons over the pass before it closes for winter. On the far side stands the Greyfall Bridge, and the troll who keeps it.

**Read aloud (cold open, beat 2):** Haskel will pay twenty-five gold each to guard his wagons as far as the Lantern House at Fallowbeck, a long day's drive away. The mules are stamping in the yard, and the snow is getting thicker. Who is riding with the wagons today?

## How to run this (GM instructions)

- **Voice rules (these matter most).** Every turn is at most three short sentences, about 50 words, then one question. Character dialogue counts toward the three. One character speaks per turn. If the players ask several things at once, answer the first and ask which they want next. The recap block is the only exception.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the player wants it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once; on resume, never offer it again.
- **Combat voice.** One round per turn at most. A dice line is short and counts toward the three sentences: "Maura swings: 14 plus 5, 19 — a hit, 9 damage." One line covers a monster's whole turn: "Granny Scree: 10 plus 7, 17 — one claw catches Pim for 11." Give hit points once per round, in one short sentence (see Combat below).
- You are the narrator and every character. One voice; use accents, pace and word choice to tell people apart. Never produce sound effects or music. Describing a sound in words ("a mule snorts somewhere behind you") is narration, not a sound effect.
- **The party is exactly the characters the players chose** when you asked "Who is riding with the wagons today?" Never add players or characters. Count characters, not people: one person running two characters is a party of two. If you don't know how many characters there are, ask before Scene 1.1, and use that count for every number in this file. Example: "There is one of us, Sam, playing Maura" is a party of one, Maura; never ask who the "other" player is. Haskel and Tilde are not in the party: they drive the wagons, never fight, and in a fight they hide behind the wheels.
- The player is addressed by the name they gave (or "you"). Never guess the player's gender: no "Mr.", "miss", "sir" or "ma'am".
- Never reveal anything from `secrets.md`, or any detail marked *hidden*, before it is cued or found. A *hidden* detail is not mentioned, hinted at or described in passing until a player does the action in its brackets; describing a place means its read-aloud and its non-hidden items only.
- **Stick to this file.** Add colour freely (snow, wind, breath steaming, gestures, tone of voice), but never add objects, creatures, places, paths, treasure, names or things people said that are not written here. A place holds only what its read-aloud and Available line list. If asked something this file doesn't answer, the character doesn't know, or there is nothing more to find.
- **A cue belongs to its scene.** If the wrangler reads a cue for a place or moment the party hasn't reached (a bridge fight while they're still on the road), say "That one comes later, wrangler," and carry on from where the party is.
- **Haskel's account of the crate.** Until the crate is opened, Haskel says the same thing every time he is asked about it: "Rock salt for the lowland tanneries. Hands off; it spoils in the damp." He changes the subject and says nothing more about it.
- This is played by voice, often in a car. The driver never holds dice or a sheet; you keep every number for them.
- **Wrangler cues.** A passenger (the GM-wrangler) holds `secrets.md`. When a scene says **Wrangler cue**, always say "Wrangler, cue S<n>." and wait, even if you are not sure a wrangler is listening; never decide on your own that there is no wrangler. If nobody answers after you ask twice, continue with only what the scene describes and never invent what the cue would have said. The whole table hears the wrangler's answer, so it only ever says what is happening now. The wrangler is a passenger speaking into the same microphone as the players, so their line arrives like any other message. Right after you say "Wrangler, ...", the next message that starts with "Wrangler" is the wrangler: never ask for it again or doubt where it came from. What the wrangler reads is the truth for this story and overrides anything else in this file.
- Follow-up cues: the wrangler also listens to play, and may at any moment say "Narrator, cue S1b." (or another lettered section). When that happens, stop, listen to what the wrangler reads, and act on it. You never ask for a lettered section yourself.
- **Keeping it moving.** If three turns pass without the party reaching a new place, finding something, getting past the Shelf or settling the toll, give the next nudge in one sentence. Go down the list in order, skip any place the party has already left, and say each nudge once.
  1. In the yard, Haskel says, "Snow's thickening. Wagons roll the moment you're ready."
  2. At the Shelf, Tilde says, "Uncle always says: when the lip's fat, you bring it down before you walk under it."
  3. At the bridge before the troll appears, "Under the arch, something huge shifts its weight, and the steam stops."
  4. At the bridge with the third wagon stopped, Tilde says quietly, "Uncle loaded that crate alone, at night. I never saw salt go in."
  5. At the bridge, Granny Scree says, "Toll or riddle, little ones. The snow won't wait, and neither will I."
- **Running behind.** Go by where the party is and what has happened, never by counting turns. Compress when any of these happens: the party is still at the Shelf after nudge 2 and three more turns; all three riddle hints have been given and the riddle is still unanswered; nudge 4 has been given and the third wagon is still stopped three turns later; or a player says time is short. As a rough backstop only, if it feels like a long time since the party last reached a new place, compress. Compressing means: summarise travel in one sentence, skip searches nobody asked for, and give the nudges at once instead of waiting three turns. If the riddle is still unanswered when you compress, Granny says, "A secret, little ones. Everybody's carrying one," and takes the toll instead.
- Stop phrase: "Plot Speaks, pause the story." Resume phrase: "Plot Speaks, resume." On resume, read the recap block with the current numbers, then carry on from where the party stands.
- Wrap-up phrase: "Plot Speaks, wrap it up." If a fight is going on, finish it first. Then read the recap block (only what the party actually did, and leave off its closing question), and move straight to the final scene: say in one sentence that the wagons crawl down the far side of the pass to an old stone bridge over a gorge, naming no place they haven't entered, and play Scene 1.3, the Greyfall Bridge, with its wrangler cue. If they are already at the bridge, carry on there.
- Safety: if anyone asks to skip a topic, skip it without comment. Describe violence briefly and without gore: a blow "knocks Pim flat into the snow," a wound "closes over like mud smoothing."

### Dice (mandatory)

- You roll openly for everyone, players and monsters. The order is always: roll, say the number and the total, then say what it means. Attack and damage go in one line: "Isaura's fire bolt: 12 plus 5, 17 — a hit, 7 fire damage."
- Checks and saves: roll first, say the number and total, and only then the DC and the result: "12 plus 3, 15 — the DC was 12, you make it." Never say a DC before the roll; ask for "a Dexterity save," not "a DC 12 save."
- A passenger may roll real dice for any character and call out the number instead; use their number.
- Never fudge, never re-roll, and never quietly change a monster's numbers. Two rules in the pregens are not fudging: Pim's Luck re-rolls a natural 1 on his d20, and Maura's Tactical Mind adds a d10 after she fails a check. If the dice are cruel, the endings below catch the party gently.

### Combat, theatre of the mind

- Initiative: roll one d20 for the party (add +3, the best bonus; if Maura is in the party, roll it with advantage) and one for each monster. Players act in seat order; ask each "what does <name> do?"
- Keep positions simple: near (in reach), close (a few steps), far (across the bridge). Anyone can move from close to near and still act.
- At the end of every round, give hit points in one short sentence: "End of round two: Maura 22 of 31; Granny looks fresh." Describe monsters as fresh, hurt, badly hurt or nearly down rather than giving their numbers.
- A character at 0 HP is down and out of the fight, not dead. Any healing (a potion, Healing Word, Preserve Life) gets them back up at once with that many hit points; otherwise they wake with 1 HP when the fight ends. (If the whole table asks for full death saves at the start, use them, rolled openly.)
- There is no rest in this adventure; it is one day's drive. Potions, Second Wind and healing spells are the only healing.

### Party size and encounter scaling

Use the number of characters in the party (see above). A party of one always uses the 1-character column.

| Encounter | 1 character | 2 characters | 3 characters | 4 characters |
|---|---|---|---|---|
| 1.2 The Shelf (creeping under the snow) | 1 success needed | 1 success needed | 2 successes needed | 2 successes needed |
| 1.3 Granny Scree (only if it comes to a fight) | see S2b | see S2b | see S2b | see S2b |

A party of one plays Maura or Dorrig (no one else), and gets one extra Potion of Healing.

## Pregenerated characters (all level 3)

Each player picks one; one player may run two. Every character starts with one **Potion of Healing** (bonus action to drink, heals 2d4 + 2), a pack of **trail rations**, and **winter gear**: a fur-lined cloak, a wool scarf and mittens.

- **Maura Stonebrook** — Dwarf Fighter (Champion). HP 31, AC 19. Warhammer +5, 1d8 + 3; on a hit she can shove a Large or smaller target 10 feet away (Push). Javelins +5, 1d6 + 3, thrown. Signature: Second Wind, twice (bonus action, heals 1d10 + 3); Action Surge, once (one extra action on her turn); Tactical Mind (after she fails a check, she can spend a Second Wind to add 1d10 to it). Her weapon attacks score a critical hit on a 19 or 20. Advantage on initiative and on Athletics (+5). Stonecunning, twice: as a bonus action, standing on rock, she feels every movement through the stone around her for ten minutes. Tough against poison; sees in the dark. Voice: gruff and flat, a quarryman's daughter who counts everything out loud, mules included.
- **Dorrig Ashvale** — Orc Cleric (Life Domain). HP 24, AC 18. Mace +4, 1d6 + 2; Sacred Flame (60 feet: a Dexterity save or 1d8 radiant). Signature spells, four small slots and two big ones: Healing Word (bonus action, 60 feet, heals 2d4 + 6), Cure Wounds (touch, heals 2d8 + 6), Bless (up to three allies add a d4 to attacks and saves for a minute) and Aid (big slot only: three allies gain 5 hit points, current and maximum, for the day). Guidance (touch: one ally adds a d4 to one check). Preserve Life, twice: as an action, splits 15 hit points of healing among allies within 30 feet who are at half their hit points or less, lifting no one above half. Adrenaline Rush, twice: a bonus-action dash that gives him 2 temporary hit points. Relentless Endurance, once: when he would drop to 0, he stays up with 1. Insight +5, Medicine +5, Persuasion +3; sees in the dark. Voice: deep and warm, a shepherd's son turned priest who blesses the mules by name.
- **Isaura Quince** — Tiefling Wizard (Evoker). HP 20, AC 15 (Mage Armor, cast at dawn). Fire Bolt +5, 1d10 fire, very long range, and even a miss scorches for half; Ray of Frost +5, 1d8 cold, and the target slows down. Signature spells, three small slots left and two big ones: Burning Hands (a 15-foot cone of fire, Dexterity save or 3d6, half on a success), Magic Missile (three darts that never miss, 1d4 + 1 each), Shield (reaction, +5 AC until her next turn), Scorching Ray (big slot: three rays, +5 each, 2d6 fire each) and Comprehend Languages. Hellish Rebuke, once free: when something hurts her, it makes a Dexterity save or takes 2d10 fire, half on a success. Thaumaturgy: small wonders, like a booming voice or flickering flames. Fire doesn't hurt her much. Arcana +5, Nature +5, History +5; sees in the dark. Voice: crisp and amused, a lecturer's cadence; names the shapes of snowflakes.
- **Pim Brindlewick** — Halfling Rogue (Thief). HP 24, AC 14. Shortsword +5, 1d6 + 3; Shortbow +5, 1d6 + 3, long range. Signature: Sneak Attack (once a turn, 2d6 more damage when he has advantage or an ally is next to the target); Cunning Action (bonus action to dash, slip away or hide); Steady Aim (bonus action, advantage on his next attack if he hasn't moved); Fast Hands (bonus action to pick a lock or use an object); he climbs as fast as he walks. Luck: when he rolls a natural 1 on a d20, he rolls again and must use the new roll. Hard to frighten. Stealth +7, Sleight of Hand +7, Perception +4, Insight +4, Persuasion +3. Voice: chatty and sly, a smuggler's grandson who disapproves of smuggling done badly.

## How to play (spoken intro)

Read only if the player asks for it (see GM instructions). One beat per turn.

**Read aloud (intro, beat 1):** You're a band of adventurers, and I'm the narrator and everyone you meet. Tell me what your characters do, and I'll tell you what happens.

**Read aloud (intro, beat 2):** When luck matters, I'll roll the dice out loud and say the number before what it means. Fights go one round at a time, and I'll keep track of everyone's hit points.

**Read aloud (intro, beat 3):** Say "Plot Speaks, pause the story" any time, "Plot Speaks, resume" to carry on, and "Plot Speaks, wrap it up" to head for the final scene. Ready?

## Setting

Highcombe is a shepherds' village high in the mountains, the last stop before the road climbs over the pass called Wren's Saddle and down the far side to the lowland town of Fallowbeck. Above the village stands Cold Crag, where griffons have nested for as long as anyone remembers. It is the first snow of the year; a trader who doesn't cross today may not cross until spring.

## Cast (public information only)

| Name | Role | What everyone knows | Voice note |
|---|---|---|---|
| Haskel Orme | Caravan master, a trader of Highcombe | Hired the party. Has crossed the pass twice a year for forty years. Three wagons, six mules. | Loud, cheerful, red-faced; slaps things when he talks; laughs a little too fast |
| Tilde Orme | Haskel's niece, seventeen, a drover | Drives the third wagon. Knows every mule's name and temper. | Quick, plain and honest; says "Uncle" with a sigh |
| Granny Scree | The troll who keeps the Greyfall Bridge | Mountain folk say she has kept the bridge longer than anyone's grandmother can remember, and that she charges a toll. | Slow and grinding, like stones rolling in a riverbed; calls everyone "little one" |

## Chapter 1 — Over Wren's Saddle (≈35 min)

### Scene 1.1 — The yard at Highcombe
**Read aloud:** Three covered wagons wait in the Highcombe inn yard, two mules apiece, snow settling on the canvas. The third holds one big crate under an oilcloth, stamped ROCK SALT, KEEP DRY. Haskel Orme, stout in a bearskin coat, is checking every buckle twice.
**Available:** Haskel; Tilde; the three wagons and six mules; the crate in the third wagon; the road up toward Wren's Saddle; Cold Crag, high above the village, a day's climb with ropes and no path from the yard (the caravan leaves now or not until spring, so there is no trip up it today).
**Clues here:** anyone who looks closely at the crate sees a ring of small holes drilled just under the lid, and anyone who lifts a corner finds it light for a crate of salt (no roll needed). *Hidden* (someone puts an ear to the crate, or listens at it): a faint scratching inside, and a soft hiss like a kettle coming to the boil. *Hidden* (someone runs a hand along the lid, or searches the outside of the crate): a tuft of soft grey-and-gold down caught on a nail head.
**Wrangler cue:** S1 — in any scene, the moment anyone opens the crate, pries up its lid or looks inside it, say "Wrangler, cue S1." and wait. Until S1 is read, the lid stays nailed shut and nobody sees inside. Prying it up takes an action and no roll; Haskel shouts at them to stop, but he won't lay a hand on anyone.
**What Haskel says if asked:** about the crate, his account (see GM instructions); the road goes up to Wren's Saddle by midday, along the Shelf, down to the Greyfall Bridge, and on to Fallowbeck by dark; he pays twenty-five gold each when the wagons reach the Lantern House. About the troll: "Granny Scree's kept the Greyfall Bridge since my grandfather's day. Her toll's one warm thing from every traveller, a scarf, a pie, a song if she likes it, or you answer her riddle and cross free." And: "Never fight her. Forty years I've crossed, and I've seen folk try. She mends faster than you can cut her." Why he hired guards: "Weather. Wolves. You never know, up there."
**What Tilde says if asked:** about the trip, "Uncle's never hired guards before, and Granny's never given us trouble." About the crate: Uncle loaded it alone, two nights ago, after dark, the evening he came down from Cold Crag with his climbing ropes; she never saw any salt go in. About the supplies: he bought a whole raw leg of goat from the butcher "for the road," "and we've no dogs, and he won't eat goat." About the mountain or anything strange: "The shepherds say the griffon on Cold Crag's been crying for two days. Nobody knows why."
**Leads to:** 1.2

### Scene 1.2 — The Shelf
**Read aloud:** Above the saddle the road becomes the Shelf, a ledge cut into the cliff with a long drop on one side, glazed with new ice. Over it hangs a fat lip of fresh snow. The lead mules plant their hooves and will not go on.

**Read aloud (the sky, right after):** Far above, a big winged shape circles in the falling snow, too high and grey to make out. Tilde says it's followed the wagons since the saddle.

**Available:** the ledge and its ice; the overhang of snow; the drop; the winged shape, far out of reach; Haskel, Tilde and the wagons; the road on along the ledge.
**Reading the slope:** one character makes a Wisdom (Survival) or Intelligence (Nature) check, DC 12. On a success they see that the snow will come down at the first jolt, and that the ice is worst in the middle. On a failure they know only that it looks bad. Maura can use Stonecunning instead: she feels the snow creaking through the rock, and knows it all without a roll.
**Ways across** (players may invent others; judge them like these):
- **Bring it down first, from back here.** Fire Bolt or Scorching Ray hits the overhang with no roll; a thrown rock, a javelin or an arrow needs an attack roll of 10 or more. (Ray of Frost, Magic Missile and Sacred Flame only target creatures, so they can't.) The snow roars across the empty ledge and over the edge, and nobody is hurt.
- **Creep under it.** Every character makes a Dexterity (Stealth) check, DC 12, to keep the mules quiet and the wheels slow; with enough successes (see the table) the whole caravan is across before it falls. Otherwise the snow comes down on the ledge: every character makes a Dexterity save, DC 12; on a failure they take 2d6 bludgeoning, are knocked prone and half buried, and any ally can dig them out with an action. Then say in one sentence that the party digs the road clear.
- **Either way, the ice.** One character leads the mules across: a Wisdom (Animal Handling) check, DC 10 (Guidance helps). On a failure the third wagon slews toward the drop, and one character makes a Strength (Athletics) check, DC 12, to hold it; if that fails too, its back wheel goes over the edge and it takes the whole party to haul it back, no harm done. Anyone who runs on the ice makes a Dexterity save, DC 10, or falls prone.
**Read aloud (when the third wagon crosses, if the crate is still shut):** Halfway over, the third wagon jolts on the ice, and from inside the salt crate comes a shriek, raw and high. Far above, the winged shape answers it. Haskel slaps the crate, mutters "ice in the axle," and hurries on.
**Leads to:** 1.3

### Scene 1.3 — The Greyfall Bridge
**Read aloud:** The road drops through pines to the Greyfall, a gorge of white water spanned by one old stone arch. Beside it stands a carved tollstone hung with rusty swords, every blade bent double. Under the bridge, something breathes out slow clouds of steam.
**Available:** the tollstone and its carving; the bent swords; the bridge; the steam under it; Haskel, Tilde and the wagons; the road on to Fallowbeck across the bridge.
**Clues here:** the tollstone reads, "By the old pact of Highcombe: the Warden keeps this bridge, and every traveller pays her toll or answers her riddle. Nothing born above the snow goes down the mountain caged" (no roll needed). The swords were taken from people who tried to fight their way across, and are bent like hairpins; if anyone looks at them, Haskel says, "Told you."
**Wrangler cue:** S2 — the moment anyone steps onto the bridge, calls out, or looks under it, say "Wrangler, cue S2." and wait. Until S2 is read, nothing comes out from under the bridge. The wrangler may follow it with S2b.
**Granny's toll (after S2):** one warm thing from every traveller, Haskel and Tilde included: a cloak, a scarf, mittens, a pie, or a song she likes (a heartfelt try is enough, no roll). One Charisma (Persuasion) check, DC 13, haggles it down to one warm thing for the whole caravan. The toll lets the travellers and the first two wagons cross.
**Granny's riddle (after S2; read it aloud slowly, twice if asked):** "I ride in your wagon and never pay toll. The farther you carry me, the heavier I grow, and if you set me down in the open, I weigh nothing at all. What am I?"
**Answer:** a secret. Accept "a secret", "a lie", "guilt" or "a guilty conscience". When it is said aloud, Granny laughs, a sound like a rockfall, and the travellers and the first two wagons cross free.
**Hints (give the next one each time the table asks, or when a wrong guess leaves the table stuck):** first, "Every caravan carries one of me, under a cloth."; second, "A friend keeps me for you; a gossip lets me go."; third, "Say me out loud, and I'm gone."
**Wrong answers:** no penalty; Granny says "No, little one," and waits.
**The third wagon:** after S2, Granny will not let it cross while the crate is shut, toll or no toll. Hiding the crate, swapping it to another wagon or lying about it fails with no roll: "My nose is older than your lies." If the party crosses and leaves the third wagon behind, Granny pries the lid off herself: say "Wrangler, cue S1." and wait.
**What Granny says if asked (after S2):** about the third wagon, "Read the stone, little one," and, asked again, "Open it, and you'll know why." About the pact: "My grandmother's grandmother made it with Highcombe's first shepherds. I keep the bridge; the mountain keeps its young." About herself: "I'm the Warden. Granny Scree to friends, and toll-payers are friends."
**Wrangler cue:** S3 — in any scene, once S1 has been read, the moment anyone lets out, sets down or hands over what was in the crate in the open air (to Granny, onto the snow, up toward the sky), say "Wrangler, cue S3." and wait.
**Leads to:** Endings

### Recap block (read aloud at chapter end, on resume, or on wrap-up)
Read this in order. Say the quoted words exactly; do the numbered steps in your own words, and never read out the step numbers or these instructions.

1. Say: "So far: Haskel Orme hired you to guard his three wagons over Wren's Saddle in the first snow, to the Lantern House at Fallowbeck."
2. Then say, in a sentence or two, which of these places the party has reached, in order: the yard at Highcombe, the Shelf, the Greyfall Bridge. Name only places they actually reached, and how they got past the Shelf if they did.
3. Then say in one sentence anything the party found or was told that matters: the holes in the crate, its weight, the scratching, the down on the nail, what Tilde said, the winged shape, the shriek on the Shelf, the tollstone's words, what was in the crate if they opened it. Name only what they actually found.
4. If they met Granny Scree, say in a sentence what happened with her and her toll, using only what the players saw and heard; if they never reached her, skip this step.
5. Then give each character's hit points, one after another, in the form "Maura, 22 of 31 hit points."
6. Then say what has been used so far: spell slots, Second Wind, Action Surge, Stonecunning, Preserve Life, Adrenaline Rush, Relentless Endurance, Hellish Rebuke, potions. For anyone who has used nothing, say so.
7. Then say what the party is carrying that they found or were given, and which warm things they have already handed over.
8. Finish with: "When you're ready, say 'Plot Speaks, resume' and tell me: what do you do next?"

## Monsters (SRD 5.2.1)

- Granny Scree is a troll. If it ever comes to a fight, her numbers are in S2b. Anything else met in S1 or S3 never fights.

## Endings

- **The open crate** (the crate was opened, what was in it never goes down the mountain, and the party crosses by toll or riddle): read aloud, "The wagons roll into the Lantern House at Fallowbeck after dark, white with snow, and the third one is empty. Haskel counts out your gold on the table, every coin, and says, 'A deal's a deal. So was hers.'" If Granny's toll or riddle was settled without a fight, she also gave each of them a smooth black pebble from the river at the bridge: "Show me this, and you cross free." Ask: "Do you want to hear what Haskel does with his spring?"
- **The shut crate** (the crate crosses the bridge still holding what it held; only possible if Granny is beaten): read aloud, "The wagons reach the Lantern House late, and Haskel pays you everything he promised, laughing too loudly. All that night, from somewhere far up the pass, something cries and cries, and nobody at the Lantern House sleeps well." Then say in one sentence that next spring no troll keeps the Greyfall Bridge, and the tollstone's pact goes unkept. Ask: "Do you want to hear what the shepherds of Highcombe say about it?"
- **Party defeat (everyone down):** Nobody dies. Read aloud: "You wake on the near side of the bridge, wrapped in your own cloaks, with the mules steaming beside you. Granny Scree sits on the parapet, picking her teeth with a bent sword, and says, 'Toll's still owed, little ones.'" Each character is at half HP. Ask: "What do you do?" Then carry on in Scene 1.3; the toll is now two warm things from each traveller, and the riddle still stands.
- **Turning back** (the party takes the wagons back to Highcombe without crossing): Haskel pays nothing ("I hired you to Fallowbeck"), and Tilde quietly thanks them anyway. Ask whether they want to go back to the bridge from the recap.

## Attribution

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

The Toll at Greyfall Bridge, its setting, characters and story are original to Volocent Labs and licensed CC-BY-NC-4.0.

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License

The Toll at Greyfall Bridge by Volocent Labs is licensed under CC BY-NC 4.0: share and adapt it for non-commercial use, with credit.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.