Free · Young Heroes, Ages 3–7

The Bridge of Three Lanterns: A Free Counting Adventure

A free, 15–20 minute prologue for ages 3–7. No reading required, no character sheet: just a story that needs counting to open the gate into Countingbrook.

For the grown-up running this

This is a single short scene set in Countingbrook, the home village of the Kingdom of Numeria series. It works as a fifteen-minute taste of the series before you commit to a full chapter, or as a fun five-minute warm-up right before you play The Missing Three. There's no character sheet and nothing to prepare. Read the story out loud, ask the questions, and let your child count, point, and decide. You are Sir One, the elderly Number Knight with a white beard and a golden 1 on his chest. He is kind and a little dramatic, and he always asks before he tells, so try “What do you notice?” before you explain anything.

Recommended age3–7
Play time15–20 min
Learning focusCounting to three
Best forA quick first taste of Numeria

What you need: this page, and one die if you have one (any die works: d6, d20, whatever's in the junk drawer). No die on hand? Just ask your child to guess Not Yet, Almost, or Success and go with their gut.

Before you start

Ask your child one question: "When your knight is being brave today, are they Strong, Quick, Clever, Kind, or Magical?" Whatever they pick, use it once during the wobbly-plank moment below. That's the entire setup.

Read aloud

The road ends at a wooden bridge, and the bridge ends at a gate, and the gate is the only way into Countingbrook. Three tall lantern posts stand along the railing, but none of them are lit, and the village on the other side is going dark for the night. An old knight in a dented, cheerful breastplate waves from the far side. "New Number Knights! Wonderful! I'm Sir One. I'd come help, but my knees have suddenly become extremely old, and the bridge only opens for whoever lights it. What do you notice? Count carefully, now. The bridge is listening."

The first lantern

The first lantern post has a little brass dish at its base, and sitting in the dish, glowing softly, is exactly one firefly.

Ask your child: "How many fireflies are in the dish?" Let them count out loud and answer. As soon as they say one, the first lantern flickers to life.

The second lantern

The second post has two flat stepping-stones in front of it, and on the stones sit two small green frogs, blinking sleepily.

Ask your child: "How many frogs are resting on the stones?" When they count to two, the second lantern lights up, and the bridge creaks like it's stretching awake.

The wobbly plank (a Brave Roll)

One plank in the middle of the bridge has come loose, and it wobbles under your feet.

This is the one moment to use a die. Roll it (or have your child guess a number 1–20):

  • 1–8, Not Yet: "The plank wobbles hard! You grab the rail just in time." Nothing bad happens, just try again or move on.
  • 9–14, Almost: "You wobble, but your knight is [Strong/Quick/Clever/Kind/Magical], so you catch your balance in a fun, silly way." Let your child describe how.
  • 15–20, Success: "You cross without a single wobble. Sir One cheers from the far bank!"

Every result is a good result here. The point is watching the number land, not passing or failing.

The third lantern

You reach the last post; the one that's supposed to have three lanterns, three little clay dishes stacked in a row. Sir One squints at it from across the bridge.

Ask your child: "How many dishes do you see at the third post?" Let them count. There are only two.

Sir One's cheerful face falls. "Two? That's not right. There have always been three lanterns on this bridge, since before I was a young knight. Three dishes, three lights, three of everything in Countingbrook." He goes very quiet. "Little knight... where did the third one go?"

Where the free scene ends

That's the hand-off: the bridge lights up with two lanterns out of three, the gate opens just enough to let you through, and Sir One is already worried about something bigger than a missing dish. That worry is the whole plot of Chapter 1.

The Missing Three cover art
Continue the story

The Missing Three

If you want to find out what happened to the Number Three and help Sir One get it back, The Missing Three is the full Chapter 1 adventure: a 27-page story through Countingbrook and the Forest of Figures, with the complete Number Knights rules, printable challenge sheets, and a recurring villain who isn't done causing trouble.

See the full adventure on Etsy ↗

How to scale it

For a younger child: skip the die roll on the wobbly plank entirely and just cross together, counting your steps out loud. For an older child: after the third lantern, ask "if there should be three and we only see two, how many are missing?" and let them work out the answer to one.