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The Last Stand at Stonewake

defend

The Last Stand at Stonewake

Lvl 3-54 characters1 to 2 sessions· Medium

Hold the bridge. Guard the charter. Find the traitor.

— Hook · defend

S
QuestgiverSer Caldrin Vey
Defend
D&D 5E
Medium
Lvl 3-5
4 characters
1 to 2 sessions
4 NPCs
3 encounters
The Opening

The peace envoy's wagons have reached Stonewake Bridge, but scouts report armed figures moving through the hills. You have been ordered to hold the crossing until every VIP reaches the eastern road. If the bridge falls, the charter falls with it, and two provinces may go to war.

— Hook · defend

Set the Scene

The party arrives at Stonewake Bridge beneath a gray afternoon sky. The convoy is already assembling on the western side: two armored carriages, four riding guards, pack animals, and a dozen nervous servants. Ser Caldrin Vey points toward the hills, where a thin column of smoke rises behind the old tollhouse. Before anyone can investigate, a crossbow bolt strikes the bridge's warning bell and the first bandits reveal themselves.

Patron
S
Questgiver

Ser Caldrin Vey

Ser Caldrin Vey approaches the party in full travel armor shortly before the convoy reaches the bridge. He offers immediate payment for a successful defense and promises an additional reward if the party can keep the peace charter intact. Mira Solenne quietly warns the characters that the escort has already suffered one unexplained equipment failure.

On the Streets · In the Books

Rumours

d5 · table
  1. 01
    The old tollhouse has been empty for years, but someone has recently repaired its signal lantern.
  2. 02
    Bandits have been unusually organized along the river road and are avoiding civilian caravans.
  3. 03
    A red feather tied to a spear is said to mean that the bridge guards have been bought.
  4. 04
    Something large has been hunting near the ravine, leaving claw marks in the trees.
  5. 05
    The envoy's own quartermaster insists that nobody in the convoy can be trusted.
Stakes

If the bridge is lost, the peace charter will not reach the eastern province. The envoy may be killed, the convoy may be captured, and a local border dispute could become an open war.

Ticking Clock·The convoy can remain on the western side for only 90 minutes before dusk and rising river water make the crossing impossible. Each major delay gives the attackers more time to damage the bridge, isolate the VIPs, or complete the assassination.

Background Lore

The Stonewake Bridge is the only reliable crossing for three days in either direction. A diplomatic convoy is carrying a peace charter between two rival provinces, and both sides have agreed that the envoy must cross under neutral protection. The bridge is surrounded by abandoned tollhouses, scrub-covered hills, and a narrow river gorge that gives attackers many places to hide.

What the World Knows

The characters are hired to protect a diplomatic convoy carrying a peace charter across Stonewake Bridge. Bandits have gathered near the crossing, and the bridge's narrow design makes it impossible for the convoy to move safely without a disciplined rear guard. The party must hold the bridge, protect the VIPs, and identify any threat that gets inside the escort perimeter. A dangerous wild creature may also be drawn to the area by the violence.

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