The First Step: ™
Solo Edition
A Level Zero Stormlight ™ Adventure
for the Cosmere® Roleplaying Game
stor mligh t ™
CA MPA IGN SET TING
The First Step:
SOLO Edition
A Level Zero Stormlight™ Adventure
for the Cosmere® Roleplaying Game
cosmere
roleplaying ga me
The Cosmere® RPG was created by Brotherwise Games and Dragonsteel Entertainment.
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© 2025 by Brotherwise Games, LLC. Based on The Stormlight Archive®
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2024 by Dragonsteel Entertainment, LLC, and used with the express
permission of Dragonsteel Entertainment, LLC.
Plotweaver™ Game System © 2025 Brotherwise Games, LLC.
ISBN: 978-1-966528-05-0
First Printing (v1.01)
Printed in China
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Contents
The First Step: Solo Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Appearance and Ancestry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Journaling Your Backstory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Running Solo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Part 3: The Stranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Before You Begin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Running Part 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Adventure Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Character Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A New Day Begins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Tracking Decisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Managing Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
The Stormlight Archive Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Stranger on the Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Playing With Singers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
F: The Axehounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Safety Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Running Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Adventure Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Combat Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Journaling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Making an Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Pronunciation Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Adversaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Part 1: Alethi Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Setting the Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Running Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Axehound Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Stonewalkers Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Making a Skill Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Taking the First Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Part 1 Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Paths and Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
A: Search Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Radiant Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
B: Check on Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Purpose and Obstacle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
C: Engage in Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Next Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
D: Find Brightlady Ralanat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Appendix A: Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Part 2: A Night in the Ravine . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Improvised Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Running Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Unarmed Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Caravan Rallies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Appendix B: Paths and Ideals . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Survive the Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Running the Endeavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Appendix C: Expertises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Raising the Stakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Resolving the Endeavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Tracking Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Around the Breakfast Campfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Cultures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
OOK VERSION NOISREV KO
The First Step: Solo Edition
W elcome to Roshar, the world of the The First Step: Solo Edition contains all of the
Stormlight Archive novels and the first information you need to run the adventure. After the
adventure, you will need the Stormlight Handbook to
campaign setting for the Cosmere RPG.
fully create your character.
This is an epic fantasy world on the brink of incredible
Finally, you can visit CosmereRPG.com/the-first-step
upheaval and change. In the Stormlight setting, you
for supplemental online content, including the group
create a character entwined with this world’s destiny.
version of this adventure.
Your character can start from a humble or mundane
beginning as a soldier, crafter, or ardent. You might Adventure Conventions
be among the privileged, coming from the nobility or
The following conventions are used to make playing this
prestigious scholarly placements.
adventure easier for you:
Your character is at the center of an exciting and
continuing story, and may swear an oath to ancient Text in a box like this describes the scene you are
powers, gaining dramatic supernatural abilities and
in, sometimes detailing the narrative results of your
becoming a new Knight Radiant. Hateful powers are
decisions.
rising, and heroes are needed on Roshar.
Introduction Equipment and items are described in the Stormlight
Handbook and in appendix A of this book.
The First Step is an introductory adventure for the When new game terms are introduced, they are
Cosmere RPG that allows you to build a character while formatted as bold and blue.
learning the rules of the game. As the narrative unfolds,
the decisions you make shape your character. If you’re a Sidebars
fan of Brandon Sanderson’s Stormlight Archive novels
or a fan of epic fantasy in general, this adventure was Helpful lore information or notes are presented in sidebars
designed with you in mind. like this one.
This adventure takes approximately two to three
hours to complete, on average, and is meant for playing The adventure is divided into three parts, and each part
by yourself without needing a game master (GM) to starts with a mechanics checkpoint where you can find
run the game for you. If you want to experience the story instructions for filling out your character sheet. The
with other player characters (PCs) and a GM, there is mechanics checkpoints look like this:
a version of this adventure that fully supports group play.
Mechanics Checkpoint
Running Solo Start every attribute (Strength, Speed, Intellect,
From here on, the mechanics and content of the Willpower, Awareness, and Presence) at 1.
adventure begin. As you are facilitating the game for
yourself, avoid reading ahead so you and your character Basic information for resolving skill tests, running
have the same information, and you can make character endeavors, using the plot die, and other features of the
choices based on that information only. Cosmere RPG are introduced as they become relevant.
Detailed information regarding these mechanics can be
Before You Begin found in the Stormlight Handbook.
Instructions for navigating the adventure are given
You don’t need to be familiar with the Stormlight
in italics. These instructions will either prompt you to
Archive series to enjoy this adventure, but it assumes you
journal about a specific event or direct you to the next
have a basic familiarity with concepts such as Shardplate
page based on your story choice.
and highstorms. If you’re looking for a primer on the
Stormlight Archive, see Welcome to Roshar, a short
booklet that introduces the setting, or the Stormlight
World Guide for a more in-depth introduction to Roshar.
4 The First Step: Solo Edition
BELUR EROC
Getting Started When different options are offered, you choose which
option to record.
Before playing, do the following:
◆ When you are prompted to adjust an attribute,
1. Print a character sheet for yourself. You can
you add or subtract from the number on the
copy a character sheet from the last page of the
character sheet.
Stormlight Handbook, or you can download one from
◆ When you are prompted to adjust a skill, you fill in
CosmereRPG.com/character-sheets.
one of the circles next to the skill’s name.
2. Print the tracking sheet at the end of this book. You’ll
You won’t fill out all the fields on your character sheet at
use it to record information.
once. This is okay! The mechanics checkpoints are there
3. Optionally, print the other appendices for easy to help you round out your character sheet.
reference.
4. Gather a full set of polyhedral dice (a d4, a d6, a d8, a
Paths
d10, a d12, and a d20) plus a plot die (or an additional Paths in the Cosmere RPG are similar to “classes” in
d6 if you don’t have a plot die available) other roleplaying games. They represent what a hero has
trained in and what special abilities they have.
5. Get some paper to journal on, and a writing utensil The Roshar setting has heroic paths and Radiant
for yourself. paths, which you can learn more about in appendix B.
6. Have fun! Remember—journey before destination. Radiant paths align with the nine available Radiant
orders. (The Order of Bondsmiths is not available to
Tracking Decisions PCs.) Your character cannot become Radiant at level
As you make decisions for your character, the text 1, but by finishing The First Step: Solo Edition, you are
prompts you to record details about those decisions. given a suggested Radiant path to pursue. It is important
The two types of prompts look like this: to note that, from a roleplaying perspective, most PCs
don’t know they are becoming Radiants. For example,
◆ Tracking sheet prompt: Path Agent it often takes characters in the books a long time to
◆ Character sheet prompt: Attribute +1 Speed discover how their bond with a highspren changes them.
The tracking sheet prompt is meant for you to record As you make decisions, use the tracking sheet to record
on your tracking sheet. The printable tracking sheet can possible paths your character takes. Decisions that mark
be found at the end of this book or at CosmereRPG.com/ multiple paths can mark up to three paths simultaneously.
the-first-step. A path can be marked an unlimited number of times.
The character sheet prompt is for you to record on You don’t need to remember how many times you’ve
your character sheet. marked a path as you play. You’ll calculate your results at
In the case of those examples, you record the the end of the game, revealing which heroic and Radiant
character’s Agent-related decision on your tracking paths your character is likely to follow.
sheet, and then increase the Speed attribute on your The Radiant Values and Philosophies table in
character sheet by 1. appendix B shows each Radiant order’s key Ideal, which
The First Step: Solo Edition uses to reference when you
Attributes, Skills, and More should mark a Radiant path on the tracking sheet. The
You start the adventure with a blank character sheet. table also lists each Radiant order’s associated spren.
You do not need to make any decisions about your
character prior to playing. In fact, you won’t fill out a Resources and Equipment
single field until this adventure prompts you to do so— You’ll also be tracking Resources, an abstract
not even your character’s name! representation of things your character might find or
As you make decisions in the adventure (and lose during the adventure—for example, a small tool, a
whenever prompted with a character sheet prompt), add cache of food, an inspired comrade, or a few spheres.
the information to your character sheet. Your decisions When your character is successful, the adventure
directly add attributes, skills, equipment, expertises, and may reward you with a Resources increase; when
goals to your character sheet. These character elements your character fails, you might need to decrease their
are all described as they become relevant. Resources. You always have a minimum of 1 Resource,
Sometimes you might have two options, which look even if a prompt would cause you to reduce your
like this: Resources to 0. Like other aspects of the tracking
sheet, there is no limit to the number of Resources
◆ Attribute +1 Willpower or Presence
you can mark.
The First Step: Solo Edition 5
Resource prompts look like this: singer character before the Everstorm restores their
spiritual health.
◆ Resources +1
The Era of Solitude was a deeply traumatic time for
◆ Resources −1
singers. The handling of singer characters, both PCs
Toward the end of the adventure, this Resources and NPCs, is something that takes consideration. The
score will help determine the equipment your “Including Marginalization Responsibly” section in
character receives. chapter 13 of the Stormlight Handbook gives broad advice
You start this adventure with 1 Resource. on how to address marginalization dynamics while
roleplaying.
Game and Character Balance
Different story branches offer different prompts, and
you might interact more often with attributes and skills
Safety Tools
than with paths or equipment, for example. Even if you Solo gaming provides you with complete control of the
feel like you are lacking some statistics, rest assured that narrative. As such, if you encounter events or generate a
by the end of the adventure, you will have a complete random prompt that proves uncomfortable, you always
character. have the option to avoid, move past, or retroactively
The mechanics checkpoints are there to help change those events. It’s your story. Also, remember to
catch up, balance, and redistribute points among the take breaks and stay hydrated—the Shattered Plains
various aspects of your character. You can use these can be harsh!
opportunities to shape your character to your liking.
Adventure Summary
The Stormlight The First Step: Solo Edition is designed to teach new
Archive Timeline players how to play a roleplaying game, as well as to
The First Step: Solo Edition is set at the end of a period gradually introduce experienced roleplayers to the
in Roshar known as the Era of Solitude, coinciding Cosmere RPG’s mechanics:
with events that take place during the novel Words Part 1: Alethi Ambush focuses on providing scenes to
of Radiance. The Alethi are fulfilling the Vengeance get you rolling dice and make clearly defined choices.
Pact on the Shattered Plains, waging a years-long war These scenes are quick and set the stage. Treat this
against the Parshendi. The infamous Assassin in White section as a warm-up to the meatier decisions in
has reappeared to slaughter more world leaders. The parts 2 and 3.
majority of singers are enslaved and locked in forms Part 2: A Night in the Ravine encourages you to
without songs, and the few remaining Knights Radiant take more narrative license with how scenes play out.
are untrained and isolated. You’ll be instructed to journal how your character
A more complete timeline can be found in chapter 4 engages with or resolves a scene. Additionally,
of the Stormlight World Guide. this section introduces the endeavor scene type.
Endeavors flexibly combine roleplay and skill tests
Playing With Singers to determine the outcome and consequences of your
This adventure was written with human characters in character’s efforts.
mind. However, you could play as a singer character Part 3: The Stranger brings all the rules together
with a little adjustment. Listener spies might be included and introduces you to a combat scene where you
among the parshman workers in the caravan, or you can take specific combat actions on your turn to
could depart from canon and include an enslaved overcome a threat.
Journaling Pronunciations
To get the most out of The First Step: Solo Edition, use Word Pronunciation
the journaling prompts to add to the scene. How does Adolin AY-doh-lin
your character perform the chosen action? What unique Alethi uh-LETH-ee
features do they notice about the item they pick up?
Alethkar AL-eth-kar
What does the world look like through their eyes? How
does your character feel about the situation they find Bettani Beh-TAHN-ee
themself in? Add flavor to the results without changing chull CHUL
the outcomes. This will make for a much more engaging cosmere KOZ-meer
solo gaming session.
crem KREM
The amount you write is up to you. You decide how
much detail to bring to journaling. When the adventure Dalinar DAL-in-ar
prompts you to journal about an outcome, you can fabrial FAB-ree-uhl
choose to compose full paragraphs with vivid imagery havah HAH-vah
and full dialogue, write a few bullet points, or jot down a
Herdazian hayr-DAZ-ee-uhn
quick note. The goal is to create a memorable experience
for yourself and have a written record that defines the Kharbranthian kar-BRANTH-ee-uhn
character you’re creating. khokh COKE
Specifically framing your journal entries as diegetic Kholin koh-LIN
elements may help you write them. Are these entries
linil LIN-eel
part of a letter your character will send home to loved
ones? Is this part of an epic tale that chronicles the Parshendi par-SHEN-dee
humble beginnings of one of Roshar’s folk heroes? Ralanat RAHL-uh-naht
Are they fragments of memories that one lone soldier Reshi RESH-ee
remembers from the chaotic day that forever changed
Resi REH-zee
their life, for better or for worse? These different points
of view illustrate just a few directions you could take your Roshar ro-SHAR
journaling in. Shinovar SHIN-oh-var
Finally, play up the drama! This adventure represents spren SPREN
a defining moment in your character’s history. Choose
Taln TALN
options based on how your character would feel, then
write about the outcomes. Consider how your decision Tashikki ta-SHI-kee
relates to your character’s backstory or foreshadows Taszo-son-Clutio TAH-zo-suhn-KLOO-tee-oh
their future. You’re here to play and find out who your Thanadal THAH-nuh-dahl
character is.
Thaylen THAY-len
If, however, journaling during the adventure does
not appeal to you, you are under no obligation to write Unkalaki OON-kah-lah-kee
anything. There are no mechanics tied to journaling, Veden VAY-din
and you can always compose your backstory after you’re Velin VEH-lin
finished with the adventure.
Vorin VOR-in
Zinden ZIN-dehn
Pronunciation Guide
The Pronunciations table lists the pronunciations of
names and terms in this adventure.
As with all worlds in the Cosmere, the Rosharan
pronunciation of words varies by region and dialect.
If a pronunciation here doesn’t match how you say it,
that doesn’t mean you’re wrong! It’s far more likely that
you simply hail from a different land than the writer of
this guide.
KEVIN O’NEILL
The First Step: Solo Edition 7
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Part 1
Alethi Ambush
Your character is part of a caravan owned by Brightlord need to increase the number of ranks your character
Adolin Kholin and led by Brightlady Ralanat. The has in a skill, fill in one of the rank boxes to the right
caravan is headed to a frontier called the Shattered of the skill name.
Plains, a war-torn region where the Alethi clash with Skill Modifier. The box to the left of each skill name
their enemies, the listeners. The listeners, whom the is for the skill modifier, which is the sum of the
Alethi call Parshendi, are a non-human people who are skill’s ranks plus its linked attribute (indicated by the
native to the Shattered Plains. three letters in parentheses to the right of the skill
name). For example, the Agility skill modifier is the
Running Part 1 character’s Speed attribute score plus their ranks
The adventure begins with a narrative scene that in Agility.
introduces the setting, the caravan, and the situation The other sections on the character sheet—from
you find yourself in. After that, you will be offered character name and level to equipment, expertises, and
four choices. Each choice leads to a different scene, goals—will be explained as they become relevant.
branching into stories that help you define how your When you’re ready, begin with the first mechanics
character reacts to situations, thereby creating a checkpoint:
personality and history for your character.
This section of the adventure is procedural and Mechanics Checkpoint
defined. It introduces how to roll dice for skill tests, and
Start every attribute score (Strength, Speed, Intellect,
some light descriptive roleplay. If you feel constrained by
Willpower, Awareness, and Presence) at 1.
part 1, rest assured that you’ll have much more freedom
in parts 2 and 3.
The Character Sheet Making a Skill Test
When the outcome of your character’s actions is
Get your blank character sheet. Before moving to the
uncertain, they make a skill test by rolling a twenty-
first mechanics checkpoint, take some time to explore
sided die (called a d20) to determine whether they
the character sheet.
succeed or fail. Tests are the core mechanic of this game,
Attributes. The six attributes are Strength, Speed, so you will make them frequently! The “Skills” section
Intellect, Willpower, Awareness, and Presence. of chapter 3 of the Stormlight Handbook further details
Attributes are your character’s innate characteristics how skill tests work, but at their most basic, tests follow
and form the foundation for their physical and mental these steps:
limits, skills, and more. Your character starts with 1. A skill is listed, then you roll the dice. The
an attribute score of 1 and will increase and decrease specific skill that best applies to the situation is noted
attribute scores to a maximum of 3 and a minimum in The First Step: Solo Edition adventure. This is
of 0 throughout this adventure. The higher the score, followed by a difficulty class (DC), which is the
the more exceptional your character is in that area. number you must reach or exceed to succeed on the
When you need to increase or decrease an attribute test; the higher the DC, the harder it is to succeed.
score, replace the number in your attribute score box You then roll one d20.
with the modified value.
2. Add the skill modifier. On your character sheet,
Skills. As you play the game, your character will use
find the number in the box to the left of the applicable
skills to attempt various tasks. They might make a
skill, and add it to the d20 roll.
Stealth test to sneak past an enemy, or they might
forage in the wilderness with a Survival test. There 3. Add any bonuses or penalties. Some tests gain
are 18 skills, and the more ranks your character has bonuses or penalties in certain circumstances. Add
in a skill, the better they are at tests and abilities that any of these to your d20 roll.
use that skill. Your character starts with 0 ranks in 4. Compare the test’s total to the test’s DC. Add
all skills and can gain ranks up to a maximum of 2 in up the d20 roll plus skill modifiers, bonuses, and
various skills throughout this adventure. When you penalties; if that result equals or exceeds the DC
8 Part 1: Alethi Ambush
set in the adventure, your character succeeds at
their task.
Part 1 Choice
Do you…
5. Resolve the results. Resolve the results of the
success or failure. 1. Search your gear for something useful? Go to A
(below).
In The First Step: Solo Edition, the appropriate skills,
the skill DCs, and the results of success and failure are 2. Check on the people who were ambushed by the
provided for you. When an attribute or skill is increased, archers? Go to B (page 15).
your character gains that benefit immediately. You 3. Grab a weapon and engage the spear infantry?
should increase the appropriate ability or skill ranks on Go to C (page 18).
the character sheet, then recalculate skill modifiers if
4. Run toward the center of camp to find Brightlady
needed before continuing.
Ralanat? Go to D (page 20).
Expertises
Beyond attributes and skills, your character has several
A: Search Gear
areas of expertise—specialized knowledge from personal You quickly rummage through your gear and grab the first
experience. An expertise could represent intricate thing you find.
knowledge of one kind of weapon, years of learning about
an academic subject, or deep familiarity with a given
What is it?
culture. Some expertises are assigned by choices, while
others will be defined by the player. For a list of example 1. A weapon. Go to A1 (page 10).
cultural, weapon, armor, and utility expertises, see 2. A long-distance communication tool called a
appendix C. spanreed. Go to A2 (page 11).
3. A roll of tools. Go to A3 (page 12).
Taking the First Step 4. A small technological device called a fabrial. Go to
A4 (page 12).
When you are ready to begin, read the following:
5. A document. Go to A5 (page 13).
It’s been weeks since you last saw the windblades of 6. A medical kit. Go to A6 (page 14).
Kholinar when you joined this caravan and began your
travels to the Shattered Plains. Your journey has taken
you south through Kholinar and along the Thanadal
border, before continuing east toward the warcamps.
At the end of another long day, Brightlady Ralanat, the
caravan’s noblewoman leader, decides to set up camp in
a nearby ravine. Its steep walls promise protection from
both bandits and highstorms—the tempests that rage
across Roshar every few days. The chulls, horse-sized
crustaceans, make their slow descent into the ravine.
As you settle in, the only sounds you hear are the
Kholin soldiers’ quiet conversation and the soft clicks of
dozing chulls. You, too, are nodding off when a panicked
sentry cries, “Bandits!”
Startled, you hurry to the center of camp to find
spear infantry streaming down the east side of the ravine.
These aren’t undisciplined bandits. They move with
military precision. To the west, arrows whistle toward
civilians who clutch their belongings as they run. Many fall,
arrow shafts protruding from their backs. Fearspren seep
from the ground, forming purple pools around the boots
of the minuscule Kholin military contingent guarding
the caravan.
Part 1: Alethi Ambush 9
A1 successfully in the past and what prevents you from
being successful now.
Attribute +1 Strength or Speed
2. To confront the archers firing down into the ravine
You pick up your weapon, its leather-wrapped grip fitting from the west. Ideal Protection
comfortably in your hands. Skill +2 Light Weaponry or Heavy Weaponry
Make a DC 10 Light Weaponry or Heavy
Weaponry test.
Do you have a…
Success: The arrows fall around you. Journal
1. Dagger? Path Agent Attribute +1 Intellect
about how you draw the archers’ attention away from
2. Shortbow? the civilians. Resources +1
Path Hunter Attribute +1 Awareness Failure: The arrows fall around you with
3. Shortspear? Path Warrior increased fury. Journal about how you save yourself.
Attribute +1 Willpower In Alethkar, a spear is a
3. To rally the troops around you.
weapon commonly used by men from the non-noble
Ideal Tenacity Skill +2 Leadership
darkeyes class. Are you…
Make a DC 10 Leadership test.
◆ Alethi? Expertise Alethi
Success: You call out to the stunned Kholin
◆ Foreign? Expertise Another culture (See caravan soldiers. Journal about your past experience
appendix C) with enlisted soldiers. Resources +1
4. Sidesword? Path Leader Failure: You fail to gain the attention of the
Attribute +1 Presence In Alethkar, a sidesword is stunned Kholin soldiers. Journal about the
a weapon commonly used by nobles of the lighteyes expressions you see on their faces.
class. Are you…
◆ Alethi? Expertise Alethi
◆ Foreign? Expertise Another culture (See
appendix C)
How familiar are you with the weapon?
1. You’ve trained for hours with this weapon.
Expertise The weapon you chose There’s no
better time than the present to put that training to
good use.
2. You need to put more time in.
Goal “I will find an instructor who can teach
me how to use my [weapon].” This sudden,
dangerous situation has convinced you to seek out
further training.
Gain: Equipment The weapon you chose
Now that you’re armed and ready, where are Go to part 2 (page 24).
you headed?
1. To repel the spear infantry who swarmed in from the Goals
east. Ideal Self-Mastery As your character adventures across Roshar, they grow not
Skill +2 Light Weaponry or Heavy Weaponry only by gaining levels but by completing personal goals.
Make a DC 10 Light Weaponry or Heavy Each goal includes three milestone boxes, representing
Weaponry test.
progress toward completing the goal. Generally, only one
VINCENT DUTRAIT
Success: Journal about how you use your past milestone box can be marked per session. After com-
training to thin the enemy ranks. Resources +1 pleting a goal, a character earns rewards that grant them
Failure: Despite your effort, your lines falter and powerful items, relationships, or abilities. See chapter 8 of
break. Journal about how you have used this tactic the Stormlight Handbook for more information.
10 Part 1: Alethi Ambush
A2 Do you plan to work with them or try to get
Attribute +1 Willpower or Presence
out of it?
1. I will follow through on my obligation.
Grabbing your pack, you pull out the spanreed you were Ideal Justice
charged with carrying. You remove the thin cloth from the Goal “I will ingratiate myself with [Faction].”
device and place the split ruby, filled with Stormlight, in
2. I will avoid this obligation. Ideal Freedom
its receptacle. The spanreed blinks to life and the stylus Goal “I will find another way to repay
begins to move, controlled by distant, unseen hands. my debt to [Faction].”
Do you read Alethi women’s script, or is the Gain: Equipment Spanreed You only have one
message sent in glyphs? of the pair.
1. Women’s script. Expertise Literature You strain
to read the sharp lines in the chaos around you.
“Make haste. We have need of your expertise in the
warcamps.”
2. Glyphs. Expertise Stormwardens Quick motions
Go to part 2 (page 24).
carve out several glyphs including a ship with sails
unfurled, an empty book, and crossed spears behind
a low wall. You decipher the message as meaning
“Travel quickly. Great need. Warcamps.”
Which faction sent this message?
1. The Kholins, an honorable Alethi noble family
including the king and his advisors.
2. The Thanadals, a scheming Alethi noble family.
3. The Ghostbloods, a secret organization with very
resourceful and diverse members.
4. The Sons of Honor, a secret organization seeking to
return the Vorin church to power.
What do they want from you?
1. Enforcement and intimidation.
Path Warrior Attribute +1 Strength
2. Discipline and diplomacy.
Path Envoy Attribute +1 Willpower
3. Recruitment and training.
Path Leader Attribute +1 Presence
4. Research and study.
Path Scholar Attribute +1 Intellect
5. Scouting and reports.
Path Hunter Attribute +1 Awareness
6. Spying and subterfuge.
Path Agent Attribute +1 Speed
SONDERFLEX STUDIO
Journal about one mission you completed for this
faction before.
A3 2. Adept. Skill +2 Crafting or Discipline
3. Artisan. Skill +2 Crafting, Discipline, or Lore
Attribute +1 Intellect or Awareness
You reach into your pack and find the reassuring weight Gain: Equipment The tools you chose
of a well-oiled leather pouch containing your most prized Resources +1
possessions—your tools. With them, you can create. Journal about something memorable you
Without them, you’d be lost. created with these tools.
Go to part 2 (page 24).
What kind of tools are these?
1. Art supplies. Expertise Visual Arts A4
2. Blacksmithing tools. Expertise Weapon Crafting Attribute +1 Intellect or Willpower
3. Cooking knives. Expertise Culinary Arts You search frantically, sighing in relief when you come
4. Leatherworking tools. Expertise Armor Crafting upon the small fabrial. It may be simple, but it has great
meaning to you. The gemstone caged within the wire
What is your preferred way to use these tools? frame glows, charged with Stormlight.
1. You like to work on big projects or large-scale
endeavors that call for heavy lifting. Where did you get this fabrial?
Ideal Potential Attribute +1 Strength 1. You helped your mentor build it.
2. You multitask; working on many projects at once calls Ideal Potential Skill +2 Crafting
for split-second timing. 2. You scavenged it from a caravan that had been
Ideal Self-Mastery Attribute +1 Speed destroyed in a highstorm.
3. You approach every project with analytical precision. Ideal Remembrance Skill +2 Stealth
Ideal Potential Attribute +1 Intellect 3. Someone you respect awarded it to you for a job well
4. You let your passions guide you to the finished done.
product. Ideal Justice Skill +2 Leadership
Ideal Freedom Attribute +1 Presence 4. You stole it.
5. You focus on precision work, making every choice Ideal Secrecy Skill +2 Thievery
and action count. 5. You won it in a game of breakneck.
Ideal Self-Mastery Attribute +1 Willpower Ideal Freedom Skill +2 Insight
6. Your project depends more on the raw materials than 6. You got it for an incredibly good price.
the tools. Ideal Truth Skill +2 Persuasion
Ideal Truth Attribute +1 Awareness
What does this fabrial do?
Why are these tools precious to you?
1. It is a round fabrial that warms your hands when
1. They were passed down by your mentor. They held. Path Hunter Attribute +1 Willpower
remind you of the legacy that you carry.
Ideal Remembrance 2. It is a pair of sturdy boots that fasten without any need
for laces. Path Warrior Attribute +1 Strength
2. They help you create things that enrich people’s lives,
revealing the glory of the cosmere. Ideal Truth 3. It is a disk that glows like a candle when pressure is
applied. Path Envoy Attribute +1 Awareness
3. You have worked hard and studied long, but you
know there are still many techniques you have yet to 4. It is a lock that shows if it has been tampered with.
add to your repertoire. Ideal Secrecy Path Agent Attribute +1 Speed
4. Through practice and toil, you use these tools to 5. It is an arrow-shaped fabrial that points toward the
become a fuller, more confident version of yourself. Thaylen City docks.
VINCENT DUTRAIT
Ideal Potential Path Leader Attribute +1 Presence
6. It is a small stormclock which can be set to count
What is your level of training with these tools? down to a specific time.
1. Apprentice. Skill +2 Crafting Path Scholar Attribute +1 Intellect
12 Part 1: Alethi Ambush
You are inspecting your fabrial for damage when a spear-
wielding enemy soldier in a red and brown tabard comes
A5
upon you. His eyes go wide when he sees the fabrial Attribute +1 Intellect or Awareness
glowing in your hands, and he reaches for it!
You take the small hogshide cylinder and look for a place
to keep it safe.
Do you…
1. Run away and try to lose the soldier in the fray? Do you…
Path Agent Skill +2 Agility
Make a DC 10 Agility test. 1. Ward off the crowd with raised fists?
Attribute +1 Strength Skill +2 Athletics
Success: Journal about how your past experience
Make a DC 10 Athletics test.
helps you utilize your agility to deal with your current
situation. Success: Journal about how you force your way
through the press. Resources +1
2. Glare at or threaten the soldier, so he knows to leave
you alone? Path Leader Skill +2 Intimidation 2. Slip it into a boot and sprint through the tumult?
Make a DC 10 Intimidation test. Attribute +1 Speed Skill +2 Agility
Make a DC 10 Agility test.
Success: Journal about how you intimidate
this soldier. Success: Journal about how you stay ahead of
enemies. Resources +1
3. Grapple with the soldier? Path Warrior
Skill +2 Athletics Make a DC 10 Athletics test. 3. Find a place to stash the cylinder in the chaos?
Attribute +1 Awareness Skill +2 Perception
Success: Journal about how you fight the Make a DC 10 Perception test.
soldier off. What technique gives you the edge in
unarmed combat? Success: Journal about the hiding place you find.
Resources +1
4. Beg and plead to be left alone?
Path Envoy Skill +2 Persuasion Failure: Journal about how your enemies spot you, then
Make a DC 10 Persuasion test. read the following:
Success: Journal about how the soldier takes
pity on you. Some enemy soldiers break away from the fight to chase
you. You eventually lose them, but they regroup to flank
Failure: Journal about how you feel when the soldier the Kholin caravan soldiers.
attempts to take your precious fabrial, then read the
following:
What does this document contain?
The soldier rips the fabrial from your hands but curses in 1. The locations of informants in one of the warcamps.
disgust when he realizes that it’s not a pouch of spheres. Ideal Truth Path Agent
He tears at the gem, damaging the frame, before 2. Trade secrets that must be delivered to a merchant at
throwing the fabrial in frustration and running off. one of the warcamps.
Ideal Secrecy Path Envoy
Gain: Equipment Minor fabrial 3. Scout reports about bandit activity in the Unclaimed
This unique fabrial produces the simple effect described Hills that must be delivered to the Kholin patrols in
earlier in this section. If in good condition, the fabrial the warcamps. Ideal Protection Path Hunter
is worth 30 marks to an artifabrian. If you failed the 4. Training and conflict reports from your citylord to a
last test, the fabrial is broken; when you have access to highprince in one of the warcamps.
a workshop, it can be repaired with a successful DC 15 Ideal Tenacity Path Leader
Crafting test.
5. The last letter of an ailing parent addressed to a soldier
you trained with. You can find them in one of the
Go to part 2 (page 24).
warcamps. Ideal Remembrance Path Warrior
6. Schematics for a new type of war engine that must
be delivered to an engineer in one of the warcamps.
Ideal Self-Mastery Path Scholar
Part 1: Alethi Ambush 13
Failure: Journal about how a physical shortcoming
Do you plan to honor your agreement or take
stops you from helping.
advantage of your knowledge?
1. I will follow through on my obligation. 2. To tend to fallen civilians struck by arrows from the
Ideal Justice west. Ideal Protection Skill +1 Agility
Goal “I will deliver the document I carry Make a DC 10 Agility test.
as required of me.” Success: Journal about how you avoid arrows and
2. I will take advantage of this opportunity. pull casualties to safety. Resources +2
Ideal Potential Failure: Journal about how the press of battle stops
Goal “I will get the best price I can for you from saving everyone.
the document I carry.” 3. To gather more medical supplies from the caravan.
Ideal Self-Mastery Skill +1 Deduction
Gain:
Make a DC 10 Deduction test.
Equipment Hogshide cylinder with document
Success: You sprint to the wagons, hiding behind
Go to part 2 (page 24).
the chulls who retreated into their protective shells.
Rooting around in the sacks, you find weak
A6 antiseptic. Journal about how you feel when you find
Attribute +1 Intellect or Presence this small boon.
Gain: Equipment Antiseptic (weak, 5 doses)
You open the medical kit and give it a once-over, taking Failure: Journal about how you feel when your
stock of your supplies. search is futile.
4. To organize those around you to bring the wounded
What kind of things comprise your kit?
into the cover of the wagons.
1. Anatomical drawings and medical texts. Ideal Freedom Skill +1 Leadership
Path Scholar Skill +1 Medicine Make a DC 10 Leadership test.
2. Herbs and poultices. Success: Journal about how you organize the
Path Scholar and Hunter Skill +1 Survival noncombatants around you. Resources +2
3. Scalpels, forceps, and sewing needles. Failure: The fighting is too furious to stay in any
Path Scholar and Leader Skill +1 Discipline one place. Journal about how you feel in the midst
4. Tinctures for sedating and disinfecting. of this violence and chaos. Have you experienced
Path Scholar and Agent Skill +1 Thievery violence like this before?
As a surgeon, doctor, or apothecary, what are Gain: Equipment Surgical supplies
you best known for?
1. An extensive knowledge of medical procedures.
Attribute +1 Intellect
2. Professionalism and level-headedness.
Attribute +1 Willpower
3. An uncanny ability to diagnose with incomplete
information. Attribute +1 Awareness
4. An incredible bedside manner.
Attribute +1 Presence
Now that you have your kit, where are
you headed?
1. To tend to fallen Kholin caravan soldiers to the east.
VINCENT DUTRAIT
Ideal Tenacity Skill +1 Athletics
Make a DC 10 Athletics test.
Go to part 2 (page 24).
Success: Journal about how you lend your strength
to those who need it. Resources +2
14 Part 1: Alethi Ambush
B: Check on Companions 2. Sit close and spend her last moments with her?
Ideal Remembrance Skill +2 Leadership
Some merchants who joined the caravan for protection Make a DC 10 Leadership test.
only yesterday, now lie pinned to the ground, their bodies Success: The woman calms, looking up at you
riddled with arrows—arrows fletched with brown and red. and smiling. You see appreciation in her eyes.
Journal about how her gratitude makes you feel.
Do you recognize the colors on the arrows? Failure: The woman thrashes, trying to get up,
before falling back, exhausted. She will pass soon.
1. Yes. Expertise Alethi Those are the colors
Journal about what goes through your mind, knowing
of Highprince Thanadal. Thanadal is a rival to
that she’s fighting in vain.
Brightlord Adolin, your caravan’s owner.
2. No. Expertise Another culture (See appendix C)
She moves her lips as if to speak, but her exhaustion
overcomes her. She presses something into your hand
Packages once held so dear lie scattered, their contents before her eyes close.
spilled across the dirt. One of the merchants, a Thaylen
woman, lies on her side, coughing blood onto her bright
What is it?
orange dress. “Help me…” she says desperately, blood
trickling from the corner of her mouth. Violet fearspren 1. A whetstone. Path Warrior Resources +2
globules wriggle around her and the arrow lodged in her 2. A small notebook. Path Scholar Resources +2
back. Before you can act, a voice yells from the ridgetop, What are the notes about?
“Archers, ready!” ◆ Alethi noble families
◆ Azish law
Do you… ◆ Herdazian recipes
1. Help the woman? Go to B1 (below). ◆ Natural history
2. Grab whatever spilled onto the ground and run before ◆ Vorinism
you’re the next target? Go to B2 (page 16).
3. Attempt to ascend the ravine wall to outflank the
archers? Go to B3 (page 17).
B1
Attribute +1 Awareness or Intellect
You rush to the woman’s side and try to help her.
Journal about your motivations for trying to save this
woman. Why risk your safety for her?
Do you…
1. Tend to her wounds?
Ideal Protection Skill +2 Medicine
Make a DC 10 Medicine test.
Success: You drag the woman into cover before
treating her wound, working as quickly and
efficiently as possible, given the hail of enemy fire
you’re under. She looks as if she’ll survive, but
she’s quickly losing consciousness. Journal about
how you ease her pain.
VALERIA CASALE
Failure: The wound is dire. You call on every
ounce of skill you have, but it isn’t enough. The
woman will pass soon. Journal about what you say
to her, given the dire nature of her injury.
3. A medal of valor marked with rank and insignia.
Path Leader Resources +1 Which highprince’s
B2
army is this medal from? Attribute +1 Speed or Willpower
◆ Kholin, an army known for its discipline and
You scramble toward the scattered packages, deftly
effectiveness.
snatching one up. Ducking and dodging, you make your
◆ Thanadal, an army known for its strength way back to cover with your prize. As arrows fly overhead,
and tactics. you quickly look at the package.
◆ Roion, a small army with well-trained archers.
◆ Sadeas, a brutal army full of scheming and What does it contain?
inequality.
1. An ornate pewter cup, engraved with a strange sigil.
◆ Sebarial, a well-supplied army with unparalleled Path Agent
logistics.
2. A leather-bound tome, clasped shut. Path Scholar
4. A glass vial with a single dose of weak poison inside. 3. A stringed instrument made of fine wood.
Wrapped around the vial is a strip of paper with Path Envoy
writing on it. Path Hunter Do you read Alethi
women’s script, or does the paper have a glyphpair? 4. An axehound’s collar and training lead made of fine
hogshide. Path Hunter
◆ Women’s script. Expertise Literature
A single name is written on the paper, “Bettani.” Do you…
◆ Glyphs. Expertise Stormwardens
1. Conceal the package among your belongings?
The glyphpair reads “khokh” and “linil” and is
Skill +1 Thievery Make a DC 10 Thievery test.
shaped like a set of books. It either means “Kholin
library,” or “Kholin librarian.” Success: You hide the package just as two
civilians from the caravan take cover next to you.
5. A finely crafted spanreed. Path Envoy They look terrified. Resources +1
What sort of organization do you think has the other Failure: Two civilians from the caravan take
paired spanreed? cover with you, and one of them looks at you with
◆ Criminals disgust, eyeing your stolen goods.
◆ Merchants 2. Leave cover and try to get a second package?
◆ Nobility Skill +1 Agility Make a DC 10 Agility test.
◆ Soldiers Success: Describe how you recover another
6. A fully infused topaz broam worth 20 marks. package quickly or carefully. What does it contain?
Path Agent ◆ A large lump of light, shiny metal carefully
wrapped in cloth. Path Scholar
Bettani ◆ An ardent’s staff head, Soulcast into
crystal. Path Envoy
Bettani is a scribe in the Kholin warcamp on the Shattered
◆ A sack full of ridgebark, a
Plains, and she features in chapter 2 of the Stonewalkers
medicine. Path Scholar
adventure.
◆ A bottle of mudbeer. Path Envoy
Failure: The arrows are falling with fury, and you
VINCENT DUTRAIT AND FLORENCIA ROCCA
Gain: Equipment The item you chose
have to turn back and seek cover before you can get
Go to B4 (page 18).
close to the scattered packages. Resources −1
You take cover from the onslaught of arrows, and several
civilians jostle their way behind you—putting everyone in
danger—as black crosses of anxietyspren twist in the air
around you.
16 Part 1: Alethi Ambush
Do you… Make a DC 10 Light Weaponry or Heavy
Weaponry test.
1. Calm them down and lighten their mood with some
gallows humor? Skill +1 Persuasion Success: Journal about how your past experience
Ideal Secrecy Make a DC 10 Persuasion test. with improvised weapons serves you now.
Resources +2
Success: Journal about how the civilians chuckle at
your words. Resources +1 2. Buy the caravan guards some time by picking up a
Failure: Journal about how your joke falls flat and rock and throwing it far away from you, in hopes the
one of them suggests that everyone should just keep archers fire at the sound? Ideal Secrecy
their heads down. Resources −1 Skill +2 Deception Make a DC 10 Deception test.
2. Bark some orders and get them in line? Success: Journal about how you’ve used this trick to
Ideal Self-Mastery Skill +1 Intimidation your benefit in the past. Resources +2
Make a DC 10 Intimidation test. 3. Stay hidden until a better opportunity presents itself?
Success: Journal about how you feel when Ideal Potential Skill +2 Stealth
the civilians listen to you and stay out of Make a DC 10 Stealth test.
danger. Resources +1 Success: A pair of Kholin caravan soldiers see
Failure: Journal about how you feel when the you in your hiding spot and signal that they want
civilians do not heed your warning and bolt into to attack simultaneously. Journal about how stealth
the night. Resources −1 has kept you alive thus far. Ideal Tenacity
Resources +2
3. Surrender the best cover to them, leaving yourself
more vulnerable? Ideal Protection
Failure: Two archers see you and turn in your
Skill +1 Discipline Make a DC 10 Discipline test.
direction. Journal about how you’re forced to retreat as
Success: Journal about why you are sacrificing your arrows fly toward you.
own safety to protect the civilians. Resources +1
Failure: Journal about how you feel as you’re forced In between volleys of arrows, do you…
to retreat to cover. Resources −1 1. Search for valuables to pocket?
Path Agent Attribute +1 Awareness
Gain: Equipment The item(s) you found Gain: Marks 1d6 marks
Go to B4 (page 18).
2. Carve a glyphward to the Almighty in the dirt, invoke
the Passions, or make some other religious gesture?
B3 Path Envoy Expertise Chosen religion
Attribute +1 Strength or Speed Attribute +1 Willpower
3. Search for more enemies to remove from the fighting?
Clinging to the near-vertical walls of the ravine, you Path Hunter Attribute +1 Speed
avoid the keen eyes of the archers above you. You crest Goal “Avenge the fallen from our caravan.”
the ridge and slide over to a rocky outcrop. From your
4. Look for a group of soldiers to join? Path Warrior
vantage point, you can see archers aiming into the ravine,
Goal “Serve the Kholin military.”
arrows nocked.
Attribute +1 Strength
“Wait for stragglers, men,” the soldier in command
mutters to his troops in a low voice. “Pick them off, 5. Look for a group of soldiers to lead? Path Leader
one by one.” Goal “Lead survivors safely to the warcamps.”
Attribute +1 Presence
Do you… 6. Take stock of the ambush and try to reason out the
tactics? Path Scholar Attribute +1 Intellect
1. Improvise a melee weapon, then leap at the archers Goal “Reveal who masterminded this ambush.”
and attempt to take them down in close-quarters
combat? Ideal Justice Gain: Resources +1
Skill +2 Light Weaponry or Heavy Weaponry
Go to part 2 (page 24).
Part 1: Alethi Ambush 17
B4
As you make your way to the center of the
camp, do you…
1. Salvage a piece of a wagon or crate to use as a
makeshift shield?
Path Scholar Attribute +1 Strength
2. Move carefully and quietly from cover to cover,
avoiding attention as much as you can?
Path Hunter Attribute +1 Speed
3. Listen to the battle calls of the attackers and deduce
the safest route?
Path Agent Attribute +1 Intellect
4. Gather a group of survivors around you and shepherd
them to safety?
Path Leader Attribute +1 Presence
5. Put a storming righteous fear into anyone foolish
enough to cross your path?
Path Warrior Attribute +1 Willpower
6. Watch the Kholin caravan soldiers and civilian
movements, finding the right opportunities to slip
through the lines and engagements?
Path Envoy Attribute +1 Awareness
Go to part 2 (page 24).
C: Engage in Battle
You pick up whatever looks like it could be useful in a fight
and rush to aid the caravan’s beleaguered Kholin soldiers,
only to find most skewered on the business end of a
spear. The enemy soldiers advance toward your position
in lockstep, shields and spears at the ready. You stand
there with your makeshift weapon in hand, one person
defying an entire troop. Red anticipationspren stream all
around you, blowing in the wind.
Do you…
1. Hold your ground against the oncoming soldiers?
Ideal Tenacity Ideal Protection Go to C1
(page 19).
2. Go back into the shadows, hoping the spear infantry
don’t spot you in the melee? Go to C2 (page 19).
3. Drop your weapon and retreat to the center of the
camp? Go to C3 (page 20).
ANTTI HAKOSAARI
C1 ◆ Foreign? Expertise Another culture (See
appendix C)
Attribute +1 Strength or Speed
Gain: Equipment The weapon you chose
Wielding one of the long sticks the chull drivers use to
prod the docile beasts of burden along, you stand fast.
Do you…
1. Urge the Kholin caravan soldiers to fight?
Ideal Tenacity Skill +1 Leadership
Make a DC 10 Leadership test.
Success: Journal about how you rally the defenders.
Resources +2 Attribute +1 Presence
Failure: Journal about how your defensive line
cracks, and attackers pour in.
Resources −1 Attribute −1 Strength
2. Move behind your compatriots to lash out with the
whiplike stick and knock the enemy spears off target?
Ideal Potential Skill +1 Intimidation
Make a DC 10 Intimidation test.
Success: Journal about how you inspire fear or awe
in the attackers.
Resources +2 Attribute +1 Willpower Do you…
Failure: Journal about how your actions
1. Hold the line as long as you can, letting the slower
are ignored.
and less trained retreat first? Path Warrior
Resources −1 Attribute −1 Willpower
Ideal Tenacity Skill +1 Discipline
2. Organize a measured withdrawal, leaping to the
Despite your brave efforts, the enemy soldiers gain defense of others who stumble?
ground, rarely giving any. You’re able to grab a weapon Path Leader Ideal Protection
from one of your fallen allies. Skill +1 Light Weaponry or Heavy Weaponry
3. Break from the lines and run as soon as you see an
Do you have a… opportunity? Path Agent Path Hunter
1. Dagger? Path Agent Attribute +1 Intellect Skill +1 Insight
2. Shortbow?
You disengage from the fighting and move toward the
Path Hunter Attribute +1 Awareness
center of the encampment.
3. Shortspear?
Path Warrior Attribute +1 Willpower
Journal about war. Why do you fight?
◆ In Alethkar, a spear is usually a weapon used by
men from the non-noble darkeyes class. Are you Go to part 2 (page 24).
◆ Alethi? Expertise Alethi
◆ Foreign? Expertise Another culture (See C2
appendix C) Attribute +1 Speed or Awareness
4. Sidesword? Deciding to risk less to gain more, you blend into the
Path Leader Attribute +1 Presence
shadows and wait for your moment to strike from
VINCENT DUTRAIT
◆ In Alethkar, a sidesword is a weapon commonly the darkness.
used by nobles of the lighteyes class. Are you…
◆ Alethi? Expertise Alethi Ideal Secrecy Ideal Potential Path Agent
Resources +1 Skill +1 Stealth
Part 1: Alethi Ambush 19
The enemy soldiers drive the Kholin caravan soldiers back notion of going out in a blaze of glory. Instead, you turn
further, and now that they’ve pushed past your hiding tail and flee toward the command pavilion in the center of
spot, their backs are to you. camp. Red and white shamespren float to the ground like
petals in your wake.
Do you…
Go to D (below).
1. Strike at the unaware attackers with your improvised
weapon? Path Warrior
Skill +1 Light Weaponry or Heavy Weaponry D: Find Brightlady Ralanat
Make a DC 10 Heavy Weaponry or Light
The center of the camp is in chaos. Soldiers in Kholin
Weaponry test.
blue uniforms run to the east, where the enemies first
Success: Journal about how you’ve pulled off
breached the caravan’s defenses. Other noncombatants
successful surprise attacks in the past.
scramble haphazardly between tents, trying to escape.
Resources +2 Attribute +1 Speed
In the commotion, no one questions your presence near
Failure: Journal about how the attackers react with Brightlady Ralanat’s command pavilion.
surprising swiftness, forcing you to retreat before you Two people—a woman and a man—stand out as they
can do any damage.
move opposite to the mass exodus. The woman’s long,
2. Draw their attention to yourself, letting the Kholin white hair marks her as Brightlady Ralanat, her safehand
caravan soldiers rally? Path Envoy covered by the left sleeve of her lavender havah dress.
Ideal Protection Skill +1 Intimidation The man is her assistant, another Alethi named Zinden.
Make a DC 10 Intimidation test. They enter the command pavilion, rummaging around
Success: Journal about how you stand up to an and moving conspiratorially. They’re discussing escape.
overwhelming horde and how your impressive display
motivates your forces. Do you…
Resources +2 Attribute +1 Willpower
1. Approach quickly and quietly to hear them more
Failure: Journal about how your actions are clearly? Path Hunter Ideal Truth
ignored. Attribute −1 Willpower Go to D1 (page 21).
3. Find a way to roll a nearby wagon into the back lines 2. Enter the tent and accuse Brightlady Ralanat of
of the attackers? treason against the Kholins? Ideal Truth
Path Scholar Ideal Potential Go to D2 (page 21).
Skill +1 Crafting Make a DC 10 Crafting test.
3. Enter the tent and offer your assistance to Brightlady
Success: Journal about how you use the wagon to Ralanat? Path Agent Go to D3 (page 22).
attack the soldiers and how that helps the Kholin
4. Wait and follow Brightlady Ralanat at a distance to
caravan soldiers rally.
try to escape this ambush? Path Hunter
Resources +2 Attribute +1 Intellect
Go to D4 (page 23).
Failure: Journal about how the wagon fails to work
as planned and the attackers send a small group to Character Info:
chase you off. Brightlady Ralanat
Attribute −1 Willpower
Characteristics: Haughty,
obstinate, cunning.
The fight isn’t going well for the Kholin caravan soldiers,
Appearance: Ralanat (RAHL-
and you find yourself driven toward the center of the
uh-naht; she/her) is a tall, stately
camp where a last stand is forming.
Alethi human with yellow eyes and
intricately braided white hair.
Journal about how you feel in these desperate circumstances.
Ralanat is a third dahn Alethi, making her a person of
Go to part 2 (page 24). some importance among the nobility. She inherited
SVETLANA KOSTINA
nothing from her second dahn parents, so Ralanat has
C3 resolved to make her own luck. She is quick to command
anyone beneath her as if they were her personal servants.
Though it pains you to see people fall to enemy spears, She never uses her safehand and would never use her
your instinct for self-preservation overrides any foolhardy freehand either, if she had anything to say about it.
20 Part 1: Alethi Ambush
Character Info: Zinden her breath. “It’s what he paid for. We need to get to the
northern edge, quickly!”
Characteristics: Dutiful, stoic, rigid.
The two exit the pavilion quietly, each carrying several
Appearance: Zinden (ZIN-dehn; he/him) is an older Alethi
bags with them. You couldn’t hear everything they said,
human with characteristic tan skin and black hair pulled
but you’ve heard enough to know that something is amiss.
back in a ponytail. Zinden wears plain, well-made
clothing. Being of only the tenth dahn, Zinden eschews
Brightlady Ralanat has betrayed the Kholins! Journal
wearing anything too ostentatious. His light purple
about your thoughts on traitors.
eyes are the only indication that he is a lighteyes.
Zinden is Brightlady Ralanat’s personal aide, though she Do you plan to…
treats him more like an indentured servant. While he may 1. Expose her oathbreaking to the Kholins when you
not agree with Ralanat’s actions, he never contradicts her arrive at a warcamp? Path Leader Ideal Truth
aloud and carries out her orders to the best of his abilities. Goal “Report Ralanat to the Kholins.”
2. Sell this information to further your own goals?
Path Agent Ideal Secrecy
D1 Goal “Find a buyer for Ralanat’s secret.”
“Zinden, collect all the broams,” Brightlady Ralanat hisses. Do you…
“I will destroy anything that could be used as evidence 1. Approach and offer your assistance to Brightlady
against me.” Ralanat? Path Agent Go to D3 (page 22).
“Yes, brightlady,” comes the reply. The spheres clink
as they are dropped into a bag while something else 2. Wait and follow Brightlady Ralanat at a distance?
crackles in a fire. The smell of burning and ash wafts Path Hunter Go to D4 (page 23).
toward you from inside the tent.
D2
Make a DC 10 Stealth test. Skill +1 Stealth Attribute +1 Willpower or Presence
Success: You overhear the following:
You burst into the pavilion, accusing Brightlady Ralanat
“That pompous fool, Adolin, has really stepped in the crem of treason against the Kholins. Both she and Zinden stop
this time,” Ralanat laughs scornfully. “Brightlord Resi is what they’re doing and turn toward you.
about to pay Adolin back for the humiliation he suffered “Whatever do you mean?” Ralanat asks, her safehand
at that fop’s hands during their last duel! It’ll cost Adolin covering her mouth in shock. When her hand drops, she
and his self-righteous father this whole storming caravan! is smiling warmly. Her eyes, however, remain cold. “I
Ash’s eyes, but I wish I could be there when Adolin learns don’t know what you think you heard,” she muses, “but
that his precious caravan was destroyed!” treason is a very serious accusation. No one will believe
“But we were so careful, brightlady,” Zinden replies that I could do anything of the sort. Why, I am the very
with faux seriousness. “We didn’t know this ravine was model of a loyal noble,” she says, fluttering her light eyes
within Thanadal’s borders.” mockingly. “Isn’t that right, Zinden?”
They laugh grimly at their betrayal before leaving the “Yes, brightlady,” Zinden replies as he resumes
pavilion, laden with bags, and heading northwards.
his task—packing more broams than you’ve ever seen
into a bag.
Failure: You overhear the following:
Do you…
In your haste, you make a small noise and stop dead in
your tracks. 1. Order Brightlady Ralanat to surrender herself to your
“What was that, brightlady?” Zinden asks from custody? Path Leader Ideal Justice
inside the tent. Attribute +1 Presence
“I’m sure it’s nothing,” she replies, her tone haughty 2. Attack Brightlady Ralanat and her assistant?
but cautious, now that her suspicion has been raised. Path Warrior Ideal Protection
“Our troops are going to suffer,” Zinden says, his voice Attribute +1 Strength or Speed
trailing off quietly. 3. Grab Brightlady Ralanat and bring her to the Kholin
“Not my concern. Each soldier that buffoon kills today soldiers? Path Envoy Ideal Self-Mastery
is like a cut to Kholin himself,” Ralanat replies under Attribute +1 Strength
Part 1: Alethi Ambush 21
Before you can act, Zinden activates a strange fabrial with Gain: Marks 10 marks
wires that run to the rug beneath you. Pain fills your body, Do you…
causing your muscles to lock in place. By the time you
1. Follow Brightlady Ralanat into the chaos of battle?
recover, Brightlady Ralanat and Zinden have escaped, a Path Hunter Ideal Potential
tear in the pavilion’s wall being their most likely exit. Attribute +1 Speed Skill +1 Agility
Make a DC 10 Agility test.
Do you…
Success: Carrying your load, you follow Ralanat
1. Search for incriminating evidence they left behind? and Zinden through the shifting lines. As two
Path Agent Ideal Secrecy attackers move to intercept, you call out for help.
Skill +1 Perception Make a DC 10 Perception test. Ralanat looks back at you with cold, cruel eyes and
Success: You find a hogshide map case that was turns away, using your predicament to cover her
dropped during Ralanat’s escape. It contains escape. Do you…
maps of the Thanadal-Kholin border that show ◆ Attack the soldiers?
each of the highprinces’ territories, proving this Path Warrior Ideal Tenacity
ravine is clearly within Thanadal’s sphere of Resources +1
influence. Resources +1 Gain: Skill +1 Light Weaponry or Heavy Weaponry
Equipment Hogshide map case and maps Journal about how you fight a quick, furious battle
Failure: Brightlady Ralanat and Zinden seem to with the two soldiers.
have taken or destroyed anything of interest. ◆ Retreat from the soldiers?
2. Chase after Ralanat and Zinden? Path Agent Ideal Self-Mastery
Path Hunter Ideal Justice Resources +1 Skill +1 Athletics
Skill +1 Athletics Make a DC 10 Athletics test. Journal about how you avoid the soldiers.
◆ Surrender your heavily laden bag to them?
Success: You trail Brightlady Ralanat and Zinden
Path Envoy Ideal Freedom
to the edge of camp and watch her signal a group
Skill +1 Discipline Skill +1 Insight
of soldiers clad in red and brown. They escort the
You drop the heavy bag and run back into the
two out of the fighting area, beyond your reach.
furious battle. The two soldiers do not pursue
Do you recognize the soldiers’ colors?
you—but you do not gain Brightlady Ralanat’s
◆ Yes. Expertise Alethi Resources +2 heavily laden bag.
Those are the colors of Highprince Thanadal.
Thanadal is a rival to Brightlord Adolin, your Go to part 2 (page 24).
caravan’s owner. Failure: You do your best to follow behind,
◆ No. Expertise Another culture (See but you are gradually separated from Brightlady
appendix C) Resources +2 Ralanat and Zinden. Journal about how you feel,
trying to follow them amid the chaos of battle.
Failure: In the chaos of the night, you lose
Brightlady Ralanat and Zinden. 2. Suggest that you’ll fare better if you split up and meet
later? Path Envoy Ideal Potential
Journal about your thoughts on both Brightlady Ralanat Attribute +1 Presence Skill +1 Persuasion
and Zinden. What do you think they’re trying to do? Make a DC 10 Persuasion test.
Success: Brightlady Ralanat nods in agreement,
Go to part 2 (page 24). eyes wide at the carnage around her. She shouts
instructions to you over the din, but all you catch
D3 are the words, “Find me in the warcamps!”
Journal about how you feel toward Ralanat now—do
Attribute +1 Presence or Strength
you trust her?
“Well, now… I could use some strong backs,” Brightlady Resources +1
Ralanat says, tapping her lip with her finger. “Ten marks Goal “Deliver Brightlady Ralanat’s bag.”
in advance for your service,” she announces, handing you Failure: Brightlady Ralanat starts to disagree
a sphere along with some heavy bags, “and another one with your assessment when an arrow slams into
when we reach our destination. Now hurry! There’s not her chest. She collapses as a flurry of arrows
much time!” forces you to take cover. When the barrage lets
up, Ralanat and Zinden are nowhere to be found.
22 Part 1: Alethi Ambush
Journal about how you feel, seeing a lighteyed Alethi 3. Decide to abandon the hunt and aid the injured
getting attacked in such brutal fashion. Does it shock civilians? Path Scholar Ideal Remembrance
or scare you? Are you indifferent? Ideal Freedom Attribute +1 Intellect
Skill +1 Medicine
Gain: Make a DC 10 Medicine test.
Equipment Brightlady Ralanat’s heavily laden bag
Success: You leave the machinations of
This bag contains a selection of
the lighteyes behind and go to help the
books including a heavy, well-worn
wounded. Resources +2
tome with many blank pages bound
between hogshide leather covers. Failure: You find yourself among the civilians,
tending to arrow and spear wounds. It is long,
Go to part 2 (page 24). hard, exhausting work.
D4 Brightlady Ralanat was acting suspiciously. Do
Attribute +1 Speed or Intellect you plan to…
1. Investigate her actions for the Kholins when you
You wait until Brightlady Ralanat and Zinden are focused arrive at the Shattered Plains? Path Leader
on escaping before you tail them from a distance. Ideal Truth Skill +1 Leadership
The pair weaves between the tents, following a Goal “Investigate Ralanat’s Actions.”
circuitous path to the northern edge of the ravine. While
2. Sell this information to further your own goals?
a more direct path would be quicker, they avoid the most
Path Agent Ideal Secrecy Skill +1 Insight
congested areas of the camp. Even when they come across Goal “Find a buyer for Ralanat’s secret.”
skirmishes, the attacking soldiers avoid engaging with the
brightlady and her retainer, letting them pass unaccosted. Gain: Resources +1
Something about this whole situation stinks.
Go to part 2 (page 24).
Journal about why you think something is not right. What
gives you that feeling?
Do you…
1. Follow as carefully as you can, darting from cover
to cover and avoiding confrontation? Path Agent
Ideal Truth Ideal Secrecy Skill +1 Stealth
Make a DC 10 Stealth test.
Success: You follow Brightlady Ralanat and
Zinden to the edge of the camp, where Ralanat
gives a signal to a group of enemy soldiers. They
gather around her and then move her out of the
fighting area, beyond your reach. Resources +1
Failure: In the chaos of the night, you lose
Brightlady Ralanat and Zinden.
2. Try to figure out where they plan to leave the ravine
and then find your own way there?
Path Hunter Ideal Potential
Ideal Self-Mastery Skill +1 Deduction
Make a DC 10 Deduction test.
Success: You search the ridges of the ravine and
spy a likely escape point. As you arrive, you see
VINCENT DUTRAIT
Brightlady Ralanat and Zinden rendezvous with
a group of enemy soldiers. They escort the two
beyond your reach. Resources +1
Failure: The clamor of battle presses around you,
and you lose your quarry.
Part 1: Alethi Ambush 23
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Part 2
A Night in the Ravine
Once you have resolved your scenes in part 1, Choose two of the following options and roll their
start part 2. tests. Journal about your successes or failures. Describe
how your decisions and your actions impact the caravan
Running Part 2 and the people around you. For every success,
record Resources +1 .
This scene introduces more narrative roleplaying aspects
to the game. 1. Say inspiring words to the troops. Path Envoy
Ideal Secrecy Make a DC 12 Persuasion test.
Mechanics Checkpoint 2. Take the injured to cover for safety. Path Scholar
Ideal Remembrance Make a DC 12 Medicine test.
◆ No attribute can be raised above 3 at character cre-
ation. If any are above 3, you should reduce them to 3. 3. Loot the fallen attackers for valuables. Path Agent
◆ You should add points to attributes until they have a Ideal Potential Make a DC 12 Thievery test.
total of 9. (Your character will have a total of 12 points 4. Rally troops and push forward to break the spirit
spread among attributes at the end of the adventure.) of the attackers. Path Leader Ideal Tenacity
Make a DC 12 Leadership test.
5. Step in the way of an attacker trying to skewer a
The Caravan Rallies Kholin caravan soldier. Path Warrior
When you are ready to begin, read the following: Ideal Protection Make a DC 12 Heavy Weaponry
or Light Weaponry test.
Despite the initial shock of the ambush, the soldiers of 6. Check fallen enemies to make sure they aren’t
House Kholin are well trained. The remaining troops form preparing a trap. Path Hunter
a tight line, re-collecting themselves and surging forward Ideal Self-Mastery Make a DC 12 Insight test.
like a stormwall crashing into the ambushers. Reorganized
and reinvigorated, the tide of battle shifts in favor of the Once you’ve had an opportunity to make a test and
blue-clad Kholin troops, and their enemies waver. journal your character’s actions, read the following:
Cheers go up among the Kholin caravan soldiers, their
spirits buoyed as they mount a defense. Above the din, a wordless battlecry rings across the
chasm. All eyes turn to see an imposing figure, clad in
Journal about your response as the tide of battle turns. black armor, standing at the ravine’s southern end. A
wicked blade coalesces from thin air in their hand, and
the ground around their feet bubbles with angerspren.
They bellow once more, launching themselves
through the air.
Their hulking form blots out what remains of the
daylight as they land amid the remaining Kholin caravan
soldiers, scattering them like cremlings before a
chasmfiend. The warrior stalks forward with supreme
confidence, their Blade passing effortlessly through
bodies. Corpses with smoking eyes litter the ground. The
Kholin caravan soldiers stand no chance against a full
Shardbearer in all their stormborn glory.
24 Part 2: A Night in the Ravine
Character Info: the Shardbearer Do you…
1. Drag a fallen merchant out of harm’s way?
Characteristics: Violent, rage-filled, imposing.
Ideal Remembrance
Appearance: A physically imposing figure due to his full
set of Shards. This man is wearing black Shardplate. 2. Focus on escaping, despite the many injured people
around you? Attribute +1 Willpower
Most Shardbearers are battle-tested lighteyed warriors of
rank with all of the privileges that rank affords. Some use 3. Sacrifice your own safety to cover a wounded soldier
their own Shards while others borrow plate and blade from who is about to get trampled in the chaos?
their highprince. This particular Shardbearer seems to let Ideal Protection
his emotions rule his actions and violence guide his hand. 4. Call out to the panicked survivors and lead them to
safety? Ideal Freedom
Journal about how seeing this giant warrior for the first time
makes you feel. Journal about how you feel, watching others suffer, then
Do you… read the following:
1. Run for cover, given the shift in battle? With the trap sprung to deadly effect and the caravan
Path Agent Path Scholar
boxed in, neither the enemy Shardbearer nor their
2. Nock an arrow to launch an attack, despite the odds? troops stay to witness the attack’s aftermath, callously
Path Hunter Path Leader Ideal Justice abandoning any survivors to their fate. Only faint moans
3. Try to identify who this new opponent might be? and fretful clicks are heard now—a stark contrast to the
Path Agent Path Scholar Ideal Truth recent tumult of combat.
Make a DC 15 Lore test.
Success: The attacker stands in Stonestance. The Most of the small Kholin soldier contingent guarding the
armor looks like it’s been painted over—you can caravan are dead, as are many of the civilian travelers.
see yellow peeking through where the armor has
been scratched.
Expertise Dueling Conventions
or High Society
Failure: Though Shardbearers are rare and
storied, you’re not certain who this is.
4. Tend to the wounded, despite the danger?
Path Scholar Ideal Remembrance
5. Call out for the remaining Kholin caravan soldiers
to form on you? Path Leader Path Warrior
Ideal Tenacity Ideal Protection
Journal about why you take these actions, given the dire
situation you are in. Then, read the following:
Before you can do anything else, the armored warrior
leaps once again, Shardblade pointed skyward, their
Shardplate propelling them toward their destination—a
rough-hewn wall built atop the cliff at the northern edge
of the canyon. They slash downward in a vicious arc,
cutting through the wooden wall with a single stroke. A
low rumble quickly becomes a cacophony as huge stones
crash into the gorge.
“Run!” someone yells. Without mercy, rocks pulverize
the caravan’s last defenders. Painspren erupt from the
KEVIN O’NEILL
ground, latching onto any Kholin caravan soldiers who
didn’t perish in the brutal trap.
Survive the Night 3. Scavenge supplies? Scattered among the dead are
supplies for arming civilians, securing the camp, or
After your character reacts to the mysterious simply surviving until dawn. You try to gather much-
Shardbearer’s exit, read the following: needed resources to increase their odds of survival.
Go to E3 (page 26).
Left for dead, you must last through the night. The few
survivors eye each other warily, and there is open talk 4. Scout for enemies? Scouting the surrounding area
about everyone going their separate ways. You must rally could help to ensure everyone’s safety. You act as a
the survivors, tend to the wounded, and reestablish the sentinel for the beleaguered caravan. Go to E4 (page
camp if you don’t want what remains of this caravan to 26).
fall apart.
E1
This next scene is an endeavor, a scene type described
Do you…
in chapter 12 of the Stormlight Handbook. An endeavor
allows your character to work toward a defined objective 1. Organize and order the survivors to help? (DC 12
while combining roleplay and skill tests to determine Leadership Path Leader Ideal Potential )
the outcome. Here, you have the opportunity to test the 2. Convince the survivors to help with promises (DC12
abilities your character has gained so far to come up with Persuasion Path Envoy Ideal Freedom )
solutions in line with their strengths and interests.
3. Force the survivors to help under a veiled threat (DC
In an endeavor, your character makes a series of skill
12 Intimidation Path Warrior Ideal Justice )
tests and must accumulate successes faster than failures.
For this scene, they must achieve 4 successes before
3 failures. If they do, they succeed on the endeavor; E2
otherwise, they fail. The results are described in the Do you…
“Resolving the Endeavor” section.
1. Determine what armor and weaponry are still usable?
Running the Endeavor (DC 12 Light Weaponry or Heavy Weaponry
Path Warrior Ideal Protection )
For The First Step: Solo Edition, you will complete the
endeavor by choosing several approaches from those 2. Find food and water in the barren chasm? (DC 12
listed (or take a unique approach). Survival Path Hunter Ideal Self-Mastery )
If you want to do something similar to the approaches 3. Build shelter for the survivors? (DC 12 Crafting
described in “Fighting for Survival,” but not exactly the Path Leader Ideal Tenacity )
same, you can do so. You can use the suggested skill and
make a DC 12 test and mark the suggested Ideal and
path. If you want to take an approach that’s not on the
E3
list, see “Other Approaches” for what skill to test and Do you…
what to mark. 1. Use medical training to provide assistance? (DC 12
For each success, journal how your actions contribute Medicine Path Scholar Ideal Remembrance )
toward accomplishing the goal and mark a success on
the tracking sheet in the “Survive the Night Endeavor 2. Use a firm hand to apply field remedies? (DC 12
Tracking” section. Discipline Path Warrior Ideal Truth )
For each failure, journal how you falter or make the 3. Carefully assess those whose wounds aren’t merely
situation worse and mark a failure on the tracking sheet. physical? (DC 12 Insight Path Envoy
Ideal Secrecy )
E: Fighting for Survival
How do you contribute to rallying the survivors and
preparing for a night in the ravine?
E4
Do you…
Do you…
1. Climb the ravine walls to act as a sentry? (DC 12
1. Rally the survivors? The surviving Kholin caravan
Athletics Path Warrior Ideal Freedom )
soldiers, merchants, and chull herders are shocked
and leaderless. You try to take control of the situation. 2. Sneak carefully to avoid being detected while
Go to E1 (page 26). scouting? (DC 12 Stealth Path Agent
Ideal Secrecy )
2. Lend aid? There are many wounded among the
survivors. Go to E2 (page 26). 3. Use your keen vision to spy approaching enemies?
(DC 12 Perception Path Hunter Ideal Justice )
26 Part 2: A Night in the Ravine
You may also want to raise the stakes, as described Opportunities and Complications
in the “Raising the Stakes” section on some of these Gaining an Opportunity means you apply a beneficial
approaches. side effect to the test, and gaining a Complication
Other Approaches means a negative side effect now applies to the test.
If you want to approach the endeavor in a way that is When you roll the d20 for a test, you gain an
not easily mapped to one of the approaches listed in Opportunity if you roll a 20 and a Complication if
“Fighting for Survival,” determine the appropriate skill you roll a 1.
for your roll. The DC for the test is 12.
As shown in the example approaches, every test gives Survive the Night
both a path and Ideal. Use appendix B to choose a path Result Example
and Ideal for the character’s unique approach and record Opportunity One of the NPCs feels indebted toward you.
the path and Ideal in the tracking sheet.
Opportunity A mysterious spren seems to be following you.
For example, if you want your character to rig
their warming fabrial to remain active all night long, Complication You feel overwhelmed by attempting to bring
roll a DC 12 Crafting test. To determine the Ideal order to this chaos. You begin part 3 with 1 less
and path, ask yourself why your character chose this Focus than your maximum.
approach instead of another, or how your character Complication You are drained by your struggle against the
will accomplish this approach. Following the example, elements. You begin part 3 with 1 less Health
if you think your character wants to avoid physical than your maximum.
risk to themself while ensuring the comfort of the
survivors, you might note Scholar and Protection on the
tracking sheet. Resolving the Endeavor
After each part of the endeavor is resolved and recorded
Raising the Stakes on the tracking sheet, return to E and pick your next
During this endeavor, you must raise the stakes if you approach. You will attempt several approaches in order
ever have 3 successes or 2 failures. Raising the stakes to complete the endeavor. You can attempt a failed
reflects the risk, tension, and plot significance of a test approach multiple times, but you can’t choose the same
and involves Opportunities, Complications, and the successful approach more than once.
plot die (described in the introduction of the Stormlight You must reach 4 successes before 3 failures to
Handbook). succeed on the endeavor.
When you make your test, roll the special die called
Success. Your character survives the night and
the plot die in addition to the d20. The plot die has six
awakes with renewed hope. You begin part 3 with
sides with the following symbols:
the Determined condition and can choose one
expertise from the list in appendix C.
Expertise Chosen expertise
You gain Resources +1 .
Determined Condition
When you fail a test while Determined, you can add an
Opportunity to the result. After you choose to do so,
Note that you can use a regular six-sided die, matching remove the Determined condition.
the number with the symbol in the image. The symbols
mean the following:
Failure. You survive the night, but several
◆ No symbol: The plot die has no effect. survivors succumb to their wounds, and others
◆ : The character gains an Opportunity. desert the group, taking valuable supplies. You
◆ : The character gains a Complication and adds +2 lose Resources −1 for each PC. In addition,
to their test. the poor sleeping conditions mean your character
◆ : The character gains a Complication and adds +4 begins part 3 with the Exhausted [−1] condition.
to their test.
Your character can gain an Opportunity or
Complication regardless of whether they succeed or fail
on the test, as these represent side effects.
Part 2: A Night in the Ravine 27
Exhausted Condition Next, pick an ancestry, which represents which
species—humans or singers—your character
While Exhausted, characters subtract the number in the descended from. Ancestry Human or singer
brackets from every test they make. The next full night of If you’re having difficulty coming up with a name
sleep, the character reduces their Exhaustion penalty by 1. or description for your character, take a look at the lists
in the “Culture” section in chapter 2 of the Stormlight
Handbook.
Around the Playing a Singer
Breakfast Campfire This adventure takes place roughly around the events of
As the caravan gathers in the morning, you ready Words of Radiance and before the Everstorm. If you want
yourself to face a new day on the Shattered Plains. to play a singer, you should choose the Listener cultural
expertise. Expertise Listener
Cultures If you do, your cultural item is a piece of chitin from
a chasmfiend, a monstrously large crustacean predator
In the Cosmere RPG, you can choose up to two
native to the Shattered Plains.
cultures that represent the society (or societies) in
Gain: Equipment Piece of chasmfiend chitin
which your character was raised or spent time. If
you are familiar with Roshar, you can choose one of
your character’s cultures now, which they gain as an Journaling Your Backstory
expertise. Expertise Chosen culture Your character had a life before they joined this caravan.
Otherwise, pick an item from the Cultural Items Roll a d10 at least twice (rerolling any duplicates) to
table, gaining the associated culture as an expertise. generate prompts for you to journal about. These will
Expertise Chosen culture For more information help you flesh out your character’s backstory. You may
about these cultures, see appendix C. answer as many of these prompts as you wish.
Your character will then find an item from their
culture among their belongings. If your character gained
Journaling Prompts
a culture from a previous event, choose an associated d10 Backstory Prompt
item from either culture. 1 What memories does your cultural item bring back to you?
Gain: Equipment Cultural item Are they positive or negative memories? Why?
Cultural Items 2 What are your thoughts on the ongoing war between the
singers and humans?
Culture Item
3 What fascinates you, in general? What holds your
Alethi Training medal curiosity more than anything else? What pastimes do you
Azish Book on law participate in?
Herdazian Sparkflicker 4 What are your memories of your family like? What is your
Iriali Crafting tools or art gear relationship like with your parents and siblings?
Kharbranthian Reference book 5 For you, what is the most difficult thing about interacting
with other people? How do you usually overcome problems
Natan Nautical maps
in your relationships with others?
Reshi Keepsake from an island trip
6 If your best friends were to describe your personality, what
Shin Simple clothing in muted brown would they identify as your best quality? What aspect
Thaylen A seashell lucky charm would they say could use some improvement?
Unkalaki Chicken (goose) feather 7 What controversial opinion do you hold, and does it impact
your life? Do others know you have this opinion, or do you
Veden A Vorin glyphward
keep it to yourself?
Wayfarer Bedroll
8 What part of Roshar do you hope to see someday? What
part of Roshar do you never want to see again?
Appearance and Ancestry 9 Which cultural practices or family traditions do you hold
Give your character a name and describe their general dear? Which ones do you despise?
appearance. Name Character’s name 10 If you could change one thing about your physical appear-
Appearance Character’s description ance, what would it be and why?
Go to part 3 (page 30).
28 Part 2: A Night in the Ravine
Alethi Azish
Herdazian Thaylen
DARKO STOJANOVICH AND JULIA MADDALINA
Veden Unkalaki
Part 2: A Night in the Ravine 29
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Part 3
The Stranger
When you are ready to break camp, begin part 3.
Mechanics Checkpoint
Running Part 3 ◆ No attribute can be raised above 3 at character cre-
This scene focuses on combat. You’ll engage in a combat ation. If any are above 3, you should reduce them to 3.
encounter from start to finish without pausing to journal ◆ You should add or remove attribute points until they
between actions (you’ll be prompted to journal after have an exact total of 12, the total number of points for
combat concludes). a level 1 character.
There are two mechanics checkpoints in this chapter. ◆ Record several character statistics:
The first one follows next and prepares your character
◆ Physical Defense 10 + Strength + Speed
for combat. The second mechanics checkpoint is at the
end of the adventure and finalizes your character. ◆ Cognitive Defense
10 + Intellect + Willpower
Character Statistics ◆ Spiritual Defense
Based on your final choice of attribute points, you will 10 + Awareness + Presence
have different derived character statistics. The following ◆ Health 10 + Strength
statistics are important for the upcoming battle:
◆ Movement Rate 20 feet (Speed 0),
Defenses represent your character’s resilience against 25 feet (Speed 1–2), 30 feet (Speed 3)
attacks, coercion, and other unwanted effects. The ◆ Focus 2 + Willpower
higher the defense, the harder it is for opponents to
succeed on skill tests against your character. There
◆ No skill can have ranks above 2 at character creation. If
are three types of defenses: Physical, Cognitive, and any skill has more than 2 ranks, you should reduce that
Spiritual. skill to 2 ranks.
Health is a resource that represents your character’s ◆ You should add or remove ranks to skills until they have
stamina and resistance to minor injuries. When a total of 4 skill ranks.
your character is reduced to 0 health, they sustain
injuries or die. If your character succeeded on the Survive the Night
Focus is a resource representing your character’s mental endeavor, remember to apply the Determined condition
resolve and ability to perform complex maneuvers. to your character. If they failed, apply the Exhausted
Focus is spent to fuel character abilities and resist [−1] condition. Also remember that complications your
influence. character may have encountered during the endeavor
Movement rate determines how fast your character can can result in reduced Health and Focus.
move in tense situations such as combat.
See chapter 3 of the Stormlight Handbook for detailed A New Day Begins
descriptions of these statistics. When you are ready to begin, read the following:
At dawn, Velin, the de facto captain of the remaining
Kholin caravan soldiers, approaches you and takes stock
of the tattered remnants of the caravan. Plumes of dusty
brown exhaustionspren spiral around him.
“Most are in bad shape,” he growls, gesturing at the
survivors. “And it’ll take a week to shift those boulders.
We’ll need help.” He looks at you appraisingly.
“There are other Kholin forces headed to the
Shattered Plains. Would you be up to finding them and
sending help back our way?”
30 Part 3: The Stranger
If your character accepts this mission from Velin, 3. Water is the least you can leave, but it’s something.
gain Goal “Send help to the caravan.” Ideal Potential Path Leader Path Warrior
Read the following: Resources −1
4. Blankets will keep them warm and comfortable until
“Heralds be praised for you. A larger caravan left not long
you can return with help. Ideal Secrecy
after ours, headed to Covenant Stone Crossroads to the
Path Agent Path Warrior Resources −1
east. You might find help there. But first, let’s look at what
sort of gear survived the rockslide and get you armed.” 5. A few choice tools so they can repair the wagons.
Ideal Tenacity Path Leader Path Scholar
Resources −1
Covenant Stone Crossroads 6. Nothing—you’re going to need everything you have
to make it to safety. Ideal Justice Path Agent
The Covenant Stone Crossroads is a large stone formation
Path Hunter
in the Unclaimed Hills that protects caravans from
highstorms. This location is detailed in chapter 1 of Equipping Your Character
Stonewalkers. Once your character has decided what, if anything, they
leave for the other survivors, they can equip themselves.
If your character does not accept Velin’s mission, read Use the Available Resources table in appendix A to
the following: determine how many common, uncommon, and rare
items are available. Generate scavenged items using the
“Storms, this is a mess. I can’t fault you. This isn’t your
item tables in appendix A.
responsibility. Before you go, let’s make sure you’re For example, if your character has accrued 4
armed and there’s enough for those of us staying behind.” Resources at this point in the adventure, roll twice on
the Common Items table, once on the Uncommon Items
table, and once on the Rare Items table.
Character Info: Velin
Once you have generated the list of scavenged items,
Characteristics: Wise, no-nonsense, generous. you should pick the pieces of equipment that you wish
Goal: Get the caravan survivors to safety and report what to take with you. (Your character does not have to take
happened. everything with them.) Use the item entries in appendix
Appearance: Velin (VEH-lin; he/him) is an Alethi human A to record the statistics for any items your character
with weather-beaten skin, graying hair, and piercing gained here or earlier in the adventure. (Chapters 3 and
green eyes. A grizzled veteran of many trips across the 7 of the Stormlight Handbook have rules for weapon and
Shattered Plains, he wears the knee-length coat he was armor expertises, but you should ignore these expertises
issued when he was a soldier in the Kholin army. until you finish The First Step: Solo Edition.)
Journal about these items, and how your character feels
Velin is a lighteyes of the eighth dahn, retired from military about the equipment available to them.
service. He is a committed defender of the chulls, wagons, Gain: Equipment Scavenged equipment
and travelers he serves. Despite his gruff exterior, he is
well-loved by those in the caravan. Wearing Armor
Your character puts on armor, they might gain a deflect
value (see “Making an Attack” later in this section). For
Managing Resources now, find the armor’s deflect value in appendix A and
Your character can leave equipment for the survivors, record that value. Deflect The armor’s deflect value
but doing so reduces your Resources before you equip
yourself. Decide if your character leaves food, weapons,
water, blankets, tools, or nothing.
1. They’re going to need some food if they hope
to survive until someone comes across them.
Ideal Remembrance Path Envoy
Path Hunter Resources −1
SAMI RYTKÖNEN
2. Weapons at least give them a fighting chance if those
enemy soldiers return. Ideal Self-Mastery
Path Envoy Path Scholar Resources −1
Part 3: The Stranger 31
Marks
To round out your character’s inventory, roll on the
Marks table to determine the number of marks you
scavenge from the wreckage.
Marks
2d6 Number of Marks
2 0
3–5 2d6
6–8 4d8
9–11 3d12
12 4d20
Gain: Marks Scavenged marks
Currency on Roshar
Most nations on Roshar use spheres as their primary
currency. Each sphere is a gemstone encased in a glass
bead, slightly flattened on one side to keep it from rolling
away. The glass beads are always the same size, but the
size and type of gemstone inside determines the sphere’s
value. The three sizes of gem are chips, marks, and
broams. For simplicity, the COSMERE RPG uses diamond
marks as its standard currency when adventuring on
Roshar. See chapter 7 of the Stormlight Handbook for
more information on spheres.
Stranger on the Road
When you leave the caravan, read or paraphrase the
following:
F: The Axehounds
You shoulder your pack and clamber over boulders, the
How do you react to the oncoming axehounds?
pink and purple tendrils of fingermoss retracting into their
shells as you search for handholds. Velin waves goodbye Do you...
from the ravine. By midday, you have left the caravan far 1. Rely on your knowledge of the flora and fauna of
behind you. Roshar to gain some tactical advantage over the
The day stretches long as you travel through the chittering beasts? Go to F1.
barren landscape. Small rockbuds—hard-shelled plants— 2. Brandish your weapons and leap to the man’s
dot the side of the wagon track, and playful, translucent defense? Go to F2.
windspren dart between waving grasses.
3. Stand your ground, hoping to learn more before
As night falls on your first day of travel, you hear a cry
engaging in combat? Go to F3.
of alarm followed quickly by an ominous trumping.
A curly-haired man wearing grey robes lurches into 4. Back away slowly, not wishing to enrage the
view. Orange painspren like long-fingered hands claw creatures? Go to F4.
their way up his body toward his arm, which he cradles
across his chest. Seeing you, hope alights his face. “Help!” F1
he cries, stumbling. Skill +1 Insight, Lore, or Survival
AMIRUL HHF
Behind him, two feral axehounds—six-limbed Make a DC 8 test against the skill you just gained.
creatures—lope forward with frightening speed. Success: you learn that the axehounds are
agitated and are considered Skittish Predators.
32 Part 3: The Stranger
When startled by loud sounds or intimidated by Failure: The axehounds are unaffected by your
competent prey, the axehounds reconsider their attempt to startle them.
attack. Go to F5. You must take a slow combat turn for your first round of
Failure: Go to F6. combat. Go to Running Combat (page 33).
F2 F6
Path Hunter Path Warrior You must take a slow combat turn for your first round of
Ideal Protection Ideal Remembrance combat. Go to Running Combat (below).
Skill +1 Light Weaponry or Heavy Weaponry
You rush into battle, hoping to reach the man before the Running Combat
axehounds run him down. This scene is designed to be a simple introduction
You must take a fast turn for your first combat round. to combat in the Cosmere RPG. The following is a
Go to Running Combat (page 33). summary of how to run combat. For a full description of
combat, see chapter 10 of the Stormlight Handbook. The
F3 upcoming “Fighting the Axehounds” section describes
Path Envoy Path Leader the specific setup of this combat.
Ideal Potential Ideal Tenacity
Skill +1 Discipline or Perception Combat Structure
You hold steady, taking in everything around you before The Cosmere RPG divides combat time into a series of
you commit to any singular action. rounds. During each round, your character, enemies,
You can choose between a fast or a slow turn for your and other participants each take one turn.
first round of combat. Each round, your character gains a reaction and
Go to Running Combat (page 33). chooses to take either a fast or a slow turn. This choice
grants a certain number of actions, which represent the
F4 many things your character can do on their turn.
Path Agent Path Scholar Fast Turn. By choosing a fast turn, your character
Ideal Freedom Ideal Secrecy acts quickly, but they only get two actions ( ) to use
Skill +1 Stealth or Survival on their turn.
You take several steps backward, looking for a way out, Slow Turn. By choosing a slow turn, your character
but the axehounds lock eyes on you and begin to close instead acts after any fast characters, but they get
the distance. three actions ( ) instead of two.
You must take a slow combat turn for your first round Reactions. Each round, your character can use one
of combat. Go to Running Combat (page 33). reaction (marked by ). Each reaction describes
its specific trigger. Typically, a character uses their
F5 reaction on another character’s turn.
Do you… Your character can change their choice of a fast or slow
1. Attempt to startle the axehounds with a loud noise? turn from round to round. Typically, each round of
(DC 10 Intimidation Path Scholar combat follows this sequence:
Ideal Truth ) 1. Fast PC turns
Success: The axehounds are both slowed for the 2. Fast NPC turns
first round of combat. 3. Slow PC turns
4. Slow NPC turns
Slowed Condition Since there is only one PC in a solo game, you must
While Slowed, the axehounds movement rate is halved. decide at the start of the round if you are taking a fast
turn (before fast NPCs) or slow turn (after fast NPCs).
Once your character has taken one turn, and any
2. Attempt to mimic the sound of a larger predator to
NPCs have taken their turns, the round ends and the
scare off the axehounds? (DC 13 Deception
next one begins. Repeat these steps until the combat is
Path Hunter Ideal Self-Mastery )
resolved.
Success: One axehound leaves the battlefield,
scared off by your ploy! You face only the single
remaining axehound in combat.
Part 3: The Stranger 33
Actions The full list of common actions and reactions also
Each action can only be used once per turn unless stated includes Aid, Avoid Danger, Banter, Brace, Drop,
otherwise. For this first combat, you are encouraged to Grapple, Interact, Ready, Recover, and Shove. For more
use the Disengage, Gain Advantage, Move, Strike, and advanced play, see the “Actions and Reactions” section
Use a Skill actions, described as follows: of chapter 10 of the Stormlight Handbook.
Disengage ( ). You carefully step away from an Advantage and Disadvantage
enemy, defending yourself so they can’t seize the Sometimes tests are modified by positive or negative
opportunity to attack. Move 5 feet without triggering circumstances, such as with the Gain Advantage action.
Reactive Strikes.
Advantage. For each advantage affecting the test,
Gain Advantage ( ). You use one of your skills to seek
choose one die you’re about to roll for your test; you
the upper hand over your opponent, such as through
can pick the d20, the plot die, a damage die, or any
clever tactics, unexpected feints, or superior strength.
other die. Roll two of each chosen die, then choose
Explain how you are doing so, then make a test using
one of the two results to keep, discarding the other
a relevant skill against the enemy’s corresponding
with no effect. This is the same advantage rule used
defense (Physical, Cognitive, or Spiritual). On a
when playing with multiple players.
success, you gain an advantage (see “Advantage and
Disadvantage. For each disadvantage affecting
Disadvantage”) on your next test against that enemy
the test, the Complication range expands by 1. For
that uses a different skill.
example, if your test is affected by two disadvantages,
Move ( ). You move a distance up to your movement
rate. You can use the Move action more than your Complication range becomes 1 through 3—so
once per turn. you now add a Complication on a natural 1, 2, or 3.
Strike ( ). You attack using an unarmed attack or a This disadvantage rule is specific to The First Step:
weapon you’re wielding against the Physical defense Solo Edition.
of a target. You can use the Strike action more than You can choose each die only once during a test. If you
once per turn, but each attack must use a different have two advantages or disadvantages, you’ll have to roll
hand. If you attack using your offhand, you must copies of two different dice, instead of rolling three of
spend 2 focus. the same die. When a test is affected by both advantages
Use a Skill ( ). You use one of your skills to perform and disadvantages, they cancel each other out on a
challenging tasks around the battlefield—for one-to-one basis.
example, you could make a Perception test to
search the environment, a Stealth test to hide, or Making an Attack
an Intimidation test to scare an enemy. This action In this combat, you will most likely make attacks with
covers many creative tasks you might attempt. the Strike ( ) action. All attacks follow these steps
unless otherwise specified:
Reactions
1. Choose your target.
You can also use reactions. You’re encouraged to use the
following reactions: 2. Roll the attack test and damage dice.
Dodge ( ). Before an enemy targets you with an 3. Resolve damage.
attack, you can use this reaction and spend 1 Choose Your Target. Each weapon has a defined
focus to add a disadvantage (see “Advantage and reach. If you’re making a melee attack, your target
Disadvantage”) to their attack test. must be within your reach. If you’re making a ranged
Reactive Strike ( ). When an enemy voluntarily attack, your target can be anywhere within the
leaves your reach, you can use this reaction and spend specified range.
1 focus to make a melee weapon attack against the Roll the Attack Test and Damage Dice. Make a
enemy’s Physical defense. skill test against the target’s specified defense. For
the Strike action, you target Physical defense, and
Free Actions depending on your weapon, you usually use either
the Light Weaponry or Heavy Weaponry skill (see
Free actions (marked by ) follow the same rules as
appendix A). When you make the skill test, also roll
other actions, except they don’t use one of your available
the number of damage dice specified in the attack at
actions. Unless a condition or other effect currently
the same time.
prevents you from taking actions, you can use an unlimited Resolve Damage. The result of your skill test
number of different free actions on your turn. determines how much damage you deal to the target.
34 Part 3: The Stranger
If the target has a deflect value, reduce the total Axehound
damage by that number, then deal the remaining
Tier 1 Minion – Small Animal
damage to their health.
Physical Cognitive Spiritual
◆ Miss. If your test fails, you miss the target, dealing str def spd int def wil awa def pre
no damage. (However, when this happens, you can 2 14 2 0 10 0 3 13 0
decide to graze them instead.)
Health: 12 (9–15) Focus: 2 Investiture: 0
◆ Graze. When you miss one or more targets, you can
spend 1 focus per target of your choice to instead Movement: 40 ft.
graze them. When you do, deal damage equal to the Senses: 40 ft. (smell)
total rolled on the damage dice. Physical Skills: Agility +4, Athletics +4, Stealth +3
◆ Hit. If your test succeeds, you hit the target. Deal Spiritual Skills: Perception +5, Survival +4
damage equal to the total rolled on the damage dice + Languages: none
your modifier for the skill you used for the test.
Features
◆ Critical Hit. When you hit with an attack, you can
find a weakness by spending an Opportunity , Enhanced Senses. The axehound gains an advantage on
changing the hit into a critical hit. This maximizes non-attack tests that rely on smell.
the result of your damage dice against all targets of Minion. The axehound’s attacks can’t critically hit, and
that attack: treat all damage dice as if they rolled their they’re immediately defeated when they suffer an injury.
highest number.
Actions
Deflect Value Strike: Bite. Attack +4, reach 5 ft., one target. Graze: 2
(1d4) keen damage. Hit: 6 (1d4 + 4) keen damage, and if the
Note that deflect only applies to the energy, impact, and target is Medium or smaller, the axehound can spend 1 focus
keen damage types (see “Deflect” in chapter 3 of the to knock the target Prone, then move up to 10 feet while
Stormlight Handbook). dragging the target behind them.
For the purposes of The First Step: Solo Edition, your Pack Instincts. While within 5 feet of an ally, the
character and any NPCs are rendered Unconscious if axehound can use the Gain Advantage action as .
they are ever reduced to 0 health. On the Hunt. After an enemy within 30 feet of the
axehound falls Prone, the axehound moves up to 15 feet
Opportunities and Complications toward them.
Remember that Opportunities and Complications occur OPPORTUNITIES AND COMPLICATIONS
when they show up on the plot die and when characters The following options are available when an enemy gains
roll a natural 20 or a natural 1 on a d20. See the “Oppor- an Opportunity or Complication during a scene with
tunities and Complications” section in the axehound stat the axehound:
block for examples.
Opportunity. An enemy can spend to prevent the
axehound from spending focus until the end of the
Adversaries axehound’s next turn.
Adversary stat blocks include abilities and statistics for
Opportunity. An enemy can spend to force the
adversaries. For a full description of each part of a stat
axehound’s next turn to be a slow turn.
block, see the “Using Adversaries” section in chapter 13
of the Stormlight Handbook. Complication. The axehound can spend from an enemy’s
test to Gain Advantage as , even when they are not within 5
Axehound feet of an ally.
EDUARDO NONATO CAVALCANTE
Axehounds are a motley species of six-legged predators
Complication. The axehound can spend from an enemy’s
native to Roshar. The largest of them reach the height
of an average human waist. Axehounds have a smooth test to graze the enemy as .
hide made of interlocking segments, fish-like tails,
and feathery antennae. Their jaw and mandibles allow
them to vocalize by “trumping,” which sounds like two
overlapping voices.
Part 3: The Stranger 35
Character Info:
Taszo-son-Clutio
Characteristics: Duty-bound,
empathetic, inquisitive.
Appearance: Taszo (“TAH-zo”;
he/him) is a Shin human in his
early thirties. He is short—even by Shin
standards—with pale pink skin, round dark-blue eyes,
and a crop of curly dust-blond hair. He currently has a
broken arm.
Taszo is compassionate, sometimes to his own detriment.
He wants to be useful to the PC—and to anyone else he
can be—though he’s hindered by his broken arm. Taszo is
also curious, especially about people and their lives.
Setting the Scene
For simplicity, Taszo does not have a stat block: he takes
fast turns only and attempts to run toward you, moving
at a rate of 20 feet per action.
If you are playing with a grid map and miniatures,
set them up now; you can find a full-page copy of the
map at the end of this adventure. Place Taszo and
the axehounds in the northeast corner of the map.
Then choose your location in the southwest portion
of the map.
Axehound Behavior
There are two axehounds (unless you managed to scare 1 square = 5 ft.
one off in section F5). The axehounds attack only your
character, sensing you as the more dangerous foe.
◆ The axehounds ignore Taszo and rush toward you. Raising the Stakes
◆ The axehounds always take fast turns unless As this is a solo adventure, you choose when to raise the
otherwise stated. stakes on a skill test. When you do so, you signal that the
◆ If an axehound strikes your character successfully, test is important to the story. This doesn’t reflect how
they spend 1 focus to knock your character Prone per hard a test is—that’s what advantages and disadvantages
their stat block. are for. Raising the stakes is a tool for you to use to
create dynamic, exciting, and unpredictable moments in
Slowed and Prone Conditions your games.
While Slowed, your movement rate is halved.
While Prone, you are lying flat on the ground. While Aftermath
Prone, you are also Slowed, and melee attacks against you The battle ends in success at the end of the second
gain an advantage. You can stand and end this condition round or if one of the axehounds is reduced to 0 health.
EDUARDO NONATO CAVALCANTE
as ▷. After you do, your movement rate is reduced by 5 On a success, any surviving axehounds see they are
until the start of your next turn. overmatched and flee into the darkness.
Otherwise, the battle ends in a loss if your character
is reduced to 0 health. Read the following to explain how
Taszo scares the axehounds away:
36 Part 3: The Stranger
Despite your best efforts, you are beaten back by the If your character accepts Taszo’s offer, they travel with
axehounds. The creatures turn to their original prey, Taszo. The character must have one goal related to
closing in on the Shin man. With a burst of panicked traveling with or helping Taszo that represents their
energy, the man leaps to his feet, screaming and waving connection to his storyline. See “Adventure Goals” in
his uninjured arm wildly. The axehounds pause, and the introduction to Stonewalkers. Modify goals as needed
then—wary of their prey’s newfound energy—they retreat to align with your story in The First Step: Solo Edition.
into the darkness, looking for an easier meal. After a beat, Journal about how being hired as Taszo’s bodyguard
the man, breathing heavily, collapses to his knees. makes you feel. What are your first impressions of this
mysterious Shin man? Do you think you are worthy of
After either outcome, continue reading: his confidence in you? When finished, proceed to the
“Conclusion” section.
After a few moments, the curly-haired man looks to you,
holding his arm gingerly.
“I am grateful for your intervention,” he says in
Adventure Hooks
If you do not wish to play the Stonewalkers adventure,
heavily accented Alethi. “You have my thanks. Please call
and your character succeeded in the battle, Taszo thanks
me Taszo.”
them for their help and gives your character all the
marks he can spare. Gain: Marks 10 marks
Journal about the combat, focusing on the most dramatic Even though you and Taszo live to fight another day,
moments. Did an axehound manage to land a hit? Were there are some unanswered questions. Journal about why
things looking dire, but you triumphed at a pivotal moment? you want to learn more about the murderous Shardbearer
Or did you fall in the midst of battle and awake to a who attacked the caravan. Why do you think he attacked
concerned Taszo kneeling over you? the caravan? Do you want to bring him to justice?
If you’d like to bring your character into the Stonewalkers You can choose a relevant goal for your character,
adventure, continue with the “Stonewalkers Adventure” possibly inspired by your journaling. Once
section. Otherwise, see the “Adventure Hooks” section. done, proceed.
Stonewalkers Adventure Conclusion
If you plan to use your character as a member of a group The adventure is complete! Having survived the
completing the Stonewalkers adventure, Taszo tells your ambush, rallied survivors, and made contact with Taszo-
character that he and his companions, a group of Stone son-Clutio, your character has finished The First Step:
Shamans from Shinovar, were attacked by assassins on Solo Edition.
the road a few days ago. Now, he is alone. He concludes Tally up the results from your choices and then
by saying the following: calculate which heroic path and Radiant path your
character’s actions align with. Your recommended paths
“I recognize that this is a great, great imposition,” he says are the ones with the most checks on your tracking
earnestly, “but these lands hold such danger.” His eyes sheet. You can read through appendix B to learn the
meet yours and his voice lowers. “My fallen brothers and I basics of your character’s path.
were on a journey of utmost importance to the Shattered
Plains. I am duty bound to complete this task, which I Paths and Talents
cannot do if I am eaten by axehounds. I have marks. I To complete this step, use chapter 4 in the Stormlight
would like to hire you as a bodyguard.” Handbook, which includes a full description of all heroic
paths. Each path consists of a tree of talents and a
Shin Stone Shamans starting skill. Talents grant a benefit or new ability.
You should choose one heroic path as your
In Shinovar, a far-western isolationist nation, a group starting path (whether the recommended one or
called the Stone Shamans (or the Shamanate) oversees something else). Your character’s chosen path has a
laws, culture, and religion. key talent, which you should add to your character
sheet. Path Starting path Talent Key talent
Your character also gets 1 rank in the path’s starting
skill. Skill +1 Starting skill See appendix B for
more details about paths and key talents.
Part 3: The Stranger 37
Ancestry Talents
Mechanics Checkpoint
Once you’ve chosen your character’s starting path,
the next step depends on the character’s chosen ◆ No attribute can be raised above 3 at character cre-
ancestry. If you are playing a character with a human ation. If any are above 3, you should reduce them to 3.
ancestry, you must choose one more talent. This ◆ You should have exactly 12 points in attributes.
talent can be from the same heroic path, or you
◆ You should have two cultural expertises plus one
can start a second heroic path from chapter 4 of
the Stormlight Handbook. (Starting a second path additional expertise per point of Intellect (see appendix
doesn’t give you an additional starting skill from that C for some examples).
second path.) Talent Second talent ◆ You should have 5 skill ranks, no skill should have ranks
If you are playing a singer character, your character above 2, and one rank must be in your heroic path’s
instead gains the Change Form (Singer Key) talent starting skill.
along with one bonus talent connected to it. See chapter ◆ Record several character statistics (see chapter 3 of the
2 of the Stormlight Handbook. Talent Change Form Stormlight Handbook):
Talent Singer bonus talent
◆ Recovery die 1d4 (Willpower 0),
Radiant Paths 1d6 (Willpower 1–2), 1d8 (Willpower 3)
Radiant paths are unlocked at level 2. Knowing which
◆ Senses range 5 ft. (Awareness 0),
Radiant order your character identifies with can aid you 10 ft. (Awareness 1–2), 20 ft. (Awareness 3)
when roleplaying so your character forms a bond with an ◆ Lifting capacity 100 lb. (Strength 0),
appropriate spren. See “Attracting a Spren” in chapter 200 lb. (Strength 1–2), 500 lb. (Strength 3)
5 of the Stormlight Handbook. Your character isn’t yet
For full explanations about the recovery die, senses, and
aware of the Knights Radiant, but this order and its
lifting capacity, see chapter 3 of the Stormlight Handbook.
corresponding Ideal may have a role to play in future
stories you’ll tell.
Purpose and Obstacle
Finally, reflecting on the events of The First Step: Solo
Edition, you should define your character’s purpose and
obstacle. A character’s purpose is what drives them,
what defines them, and what inspires them to the lofty
goals of the adventures ahead.
Their obstacle, on the other hand, is a flaw that
stands in the way of their purpose. This could be pride,
impulsiveness, greed, or anything else that keeps them
from their full potential. See chapter 8 of the Stormlight
Handbook for more guidance on defining both. Write a
journal entry about each of these items.
Purpose Chosen purpose Journal about why
this purpose is so meaningful to you. How does it link to
your past?
Obstacle Chosen obstacle Journal about how this
obstacle has manifested in your life. How do you think it
will affect you in the future?
DARKO STOJANOVICH
Next Steps However it shakes out, we hope you enjoyed The
ASHLEY COAD
First Step: Solo Edition and are ready to embark on epic
You should now have a complete level 1 Cosmere
adventures in the world of Roshar.
RPG character. If you are unhappy with the character
Remember—journey before destination.
you built, you can change it. Alternatively, you can go
through the regular character creation process with a
fuller understanding of the game.
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Appendix A
Equipment
Available Resources Uncommon Items
Resources Common Uncommon Rare d12 Item
0 1 1 0 1 Axe
1–2 2 1 0 2 Book (reference)
3–4 2 1 1 3 Clothing (fine)
5–6 3 1 1 4 Longsword
7+ 3 2 1 5 Mace
6 Musical Instrument
Common Items 7 Poison (effectual, 1 dose)
d20 Item 8 Poleaxe
1 10 sheets of paper and 1 bottle of ink 9 Shortbow
2 Blanket 10 Sidesword
3 Bottle (glass) 11 Surgery kit
4 Flint and steel 12 Tuning fork
5 Food (ration)
6 Glyphward
7 Hammer
8 Javelin
9 Knife
10 Leather armor
11 Lockpick
12 Longspear
13 Manacles
14 Oil
15 Rope
16 Shortspear
17 Sling
18 Uniform
19 Staff
20 Wax and 5 candles
ANDREA MONTALTO
40 Appendix A: Equipment
Rare Items
d8 Item
1 Breastplate
2 Crossbow
3 Greatsword
4 Heatrial
5 Longbow
6 Pulley system
7 Rapier
8 Violet wine
Armor
Type Deflect Value
Uniform 0
Leather 1
Breastplate 2
Light Weapons (Light Weaponry Skill)
Type Damage Range
Javelin 1d6 keen Melee Improvised Weapons
Knife 1d4 keen Melee When you attack with an improvised weapon, you decide
Mace 1d6 impact Melee which non-special light or heavy weapon it is most
similar to. Make the attack as though with that weapon,
Rapier 1d6 keen Melee
adding the following trait:
Shortspear 1d8 keen Melee
Fragile. When you attack with this weapon and you
Sidesword 1d6 keen Melee
have an available Complication, the weapon breaks
Staff 1d6 impact Melee after the attack is resolved.
Shortbow 1d6 keen Ranged [80/320]
Sling 1d4 impact Ranged [30/120] Unarmed Attacks
Unarmed attacks add the following unique traits:
Heavy Weapons (Heavy Weaponry Skill) Always Available. Unarmed attacks don’t count as
Type Damage Range weapon attacks, but they are melee attacks intrinsic
Axe 1d6 keen Melee to your character. You don’t have to be holding a
Greatsword 1d10 keen Melee weapon to make an unarmed attack, and you can’t
be disarmed of your unarmed attacks. You can make
Hammer 1d10 impact Melee
an unarmed attack even if each of your hands is
Longspear 1d8 keen Melee [+5] holding something, but if your second Strike on a
Longsword 1d8 keen Melee turn is an unarmed attack, it follows the rules for an
Poleaxe 1d10 keen Melee offhand attack.
Strength Training. When you make an unarmed
Crossbow 1d8 keen Ranged [100/400]
attack, its damage die is based on your Strength
Longbow 1d6 keen Ranged [150/600] score, as shown on the Unarmed Damage table.
Other Weapons Unarmed Damage
SAMI RYTKÖNEN
Type Skill Damage Range Strength Unarmed Damage
Improvised Same as similar Same as similar Melee 0–2 1 impact (no die roll)
Weapon weapon weapon 3–4 1d4 impact
Unarmed Athletics Unique Melee
Attack
Appendix A: Equipment 41
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Appendix B
Paths and Ideals
Heroic Paths at a Glance
Path Theme Specialties Starting Skill Summary of Key Talent
Agent A talented operative who solves Investigator, Spy, Insight Opportunist: Reroll the plot die once per round.
problems with a keen mind or deft hand. Thief
Envoy An insightful negotiator who adeptly Diplomat, Faithful, Discipline Rousing Presence: Make an ally Determined.
influences others. Mentor
Hunter A skilled sharpshooter and outdoorsper- Archer, Assassin, Perception Seek Quarry: Choose one character to pursue and
son who seeks and eliminates problems. Tracker gain an advantage against.
Leader A poised commander who directs and Champion, Officer, Leadership Decisive Command: Add a d4 “command die” to
guides others to be their best. Politico an ally’s tests.
Scholar An adroit thinker who excels at planning Artifabrian, Strate- Lore Erudition: Gain bonus skill ranks you can
and building. gist, Surgeon reallocate.
Warrior A fighter who relies on their skill, brute Duelist, Shardbearer, Athletics Vigilant Stance: Gain a fighting stance that makes
strength, or indomitable will. Soldier you more responsive and flexible in combat.
Radiant Values and Philosophies
Ideal Order Surges Spren Philosophy
Freedom Willshapers Cohesion and Transportation Lightspren Seek freedom and choice for all peoples.
Justice Skybreakers Division and Gravitation Highspren Enforce the law and strive for justice.
Potential Elsecallers Transformation and Transportation Inkspren Strive to reach your true potential.
Protection Windrunners Adhesion and Gravitation Honorspren Protect the innocent and the defenseless.
Remembrance Edgedancers Abrasion and Progression Cultivationspren Remember and serve those who others forget.
Secrecy Lightweavers Illumination and Transformation Liespren Separate truth from lies.
Self-Mastery Dustbringers Abrasion and Division Ashspren Great power requires strong discipline.
Tenacity Stonewards Cohesion and Tension Peakspren Be the support on which others can depend.
Truth Truthwatchers Illumination and Progression Mistspren Search for fundamental truth and share it.
Unity* Bondsmith* Adhesion and Tension Unique Spren* Unite before you divide, and strive for peace
before engaging in war.
*Not available for PCs.
CORE RULEBOOK VERSION NOISREV KOOBELUR EROC
Appendix C
Expertises
Cultural Expertises
Culture Description
Alethi A militaristic kingdom that glorifies conquest, hierarchy, and competition.
Azish A sprawling empire known for bureaucracy, logistics, and intricate codes of law.
Herdazian A coastal nation of prolific agriculturalists who value family and community.
Iriali A nation of people who believe their ancestors were travelers from other worlds.
Kharbranthian A sheltered city-state home to the world’s greatest library and hospitals.
Listener Tribal families of singers whose ancestors rejected the war between Honor and Odium.
Natan The remnants of a once-mighty civilization whose lives are shaped by highstorms.
Reshi An archipelago of island nations with a diverse array of cultures.
Shin An isolated enclave of people who have forsaken a legacy of violence and follow a shamanistic religion.
Thaylen A maritime kingdom known for merchants, sailors, and technological innovation.
Unkalaki Clans of people who live near remote alpine hot springs and revere spren.
Veden A kingdom where tradition and religion shape modern political intrigue.
Wayfarer A perpetual traveler familiar with the risks and modes of long-distance transportation.
Other Expertise Examples
Expertise
Animal Care (utility)
Armor Crafting (utility)
Breastplate (armor)
Culinary Arts (utility)
Engineering (utility)
Equipment Crafting (utility)
High Society (cultural)
History (utility)
Improvised Weapons (weapon)
Knife (weapon)
Leather Armor (armor)
Military Strategy (utility)
Religion (utility)
Riding Horses (utility)
Shortbow (weapon)
Shortspear (weapon)
Sidesword (weapon)
STEVE PRESCOTT
Unarmed Attacks (weapon)
Underworld (cultural)
Weapon Crafting (utility)
Visual Arts (utility)
Appendix C: Expertises 43
Solo Tracking Sheet
The First Step: Solo Edition Character Tracking
Name
Heroic
Paths Part 1 Part 2 Part 3 Total
Agent
Envoy
Hunter
Leader
Scholar
Warrior
Ideals Part 1 Part 2 Part 3 Total
Freedom
(Willshaper)
Justice
(Skybreaker)
Potential
(Elsecaller)
Protection
(Windrunner)
Remembrance
(Edgedancer)
Secrecy
(Lightweaver)
Self-Mastery
(Dustbringer)
Tenacity
(Stoneward)
Truth
(Truthwatcher)
Resources Tracking
Start with 1. Resources never go below 0.
Survive the Night Endeavor Tracking
Successes Failures
the first step: solo edition tracking sheet | © 2025 brotherwise games
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The First Step ™: Solo Edition is a “session zero” adventure in which you begin
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This adventure contains basic rules required for play, but a copy of the
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