The First Step                          ™
A Level Zero Stormlight ™ Adventure
  for the Cosmere® Roleplaying Game
                                                  cosmere
                                                     roleplaying ga me
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                               © 2025 by Brotherwise Games, LLC. Based on The Stormlight Archive®
                                novels by Brandon Sanderson, copyright © 2010, 2014, 2017, 2020,
                               2024 by Dragonsteel Entertainment, LLC, and used with the express
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                                    Plotweaver™ Game System © 2025 Brotherwise Games, LLC.
                                  ISBN: 978-1-966528-05-0
                                  First Printing (v1.01)
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                                                                                                          Contents
The First Step . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4   Around the Breakfast Campfire . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                    27
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4                                    Cultures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .               27
Running the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4                                               Appearance and Ancestry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                  28
  Before You Begin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4                                          Character Relationships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                            28
  Adventure Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4                                                   Prompts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                28
  Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5                                       Part 3: The Stranger .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Tracking Decisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5
                                                                                                                                               Running Part 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                   30
  The Stormlight Archive Timeline . . . . . . . . . . . . . . . . . . . . . . . . . .  6
                                                                                                                                                 Character Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                         30
  Playing With Singers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6
                                                                                                                                               A New Day Begins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                       30
  Safety Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6
                                                                                                                                                 Managing Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                             31
Adventure Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  6
                                                                                                                                               Stranger on the Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                           32
  Adventure Flowchart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7
                                                                                                                                                 Running a Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                           32
Pronunciation Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  7
                                                                                                                                                 Combat Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                           32
Part 1: Alethi Ambush .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8                        Making an Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                   34
Running Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8                                      Adversaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .              34
  The Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8                                               Fighting the Axehounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                               35
  Making a Skill Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  8                                         Stonewalkers Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                               36
Taking the First Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9                                         Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                        36
Part 1 Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9                                   Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                 36
  A: Search Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9                                          Paths and Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                        36
  B: Check on Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15                                                     Radiant Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                      37
  C: Engage in Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18                                            Purpose and Obstacle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                               37
  D: Find Brightlady Ralanat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20                                                    Next Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                   37
Part 2: A Night in the Ravine .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                                        Appendix A: Equipment . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
Running Part 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                               24            Improvised Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
The Caravan Rallies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                    24            Unarmed Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Survive the Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                  26        Appendix B: Paths and Ideals .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Running the Endeavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                           26
  Raising the Stakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                     26        Appendix C: Expertises .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Resolving the Endeavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                           27
                                                                                                                                               Tracking Sheet .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
                                         The First Step
    W            elcome to Roshar, the world of the              and highstorms. If you’re looking for a primer on the
                                                                 Stormlight Archive, see Welcome to Roshar, a short
                 Stormlight Archive novels and the first
                                                                 booklet that introduces the setting, or the Stormlight
                 campaign setting for the Cosmere RPG.
                                                                 World Guide for a more in-depth introduction to Roshar.
    This is an epic fantasy world on the brink of incredible
                                                                     This book contains all of the information you need
    upheaval and change. In the Stormlight setting, players
                                                                 to run the adventure. After the adventure, you will need
    create characters entwined with this world’s destiny.
                                                                 the Stormlight Handbook to fully create your character.
    Many characters start from humble or mundane
                                                                     If you are planning to run the Stonewalkers adventure
    beginnings as soldiers, crafters, or ardents. Some           after The First Step, familiarize yourself with Taszo-son-
    are more privileged, coming from the nobility or             Clutio, a non-player character (NPC) who appears
    prestigious scholarly placements.                            at the end of this adventure and at the beginning of
        All characters are at the center of an exciting and      Stonewalkers.
    continuing story, and some may swear oaths to ancient            Finally, you can visit CosmereRPG.com/the-first-step
    powers, gaining dramatic supernatural abilities and          for supplemental online content, including a solo version
    becoming new Knights Radiant. Hateful powers are             of this adventure.
    rising, and heroes are needed on Roshar.
                                                                 Adventure Conventions
    Introduction                                                 The following conventions are used to make running
    The First Step is an introductory adventure for the          this adventure easier for you:
    Cosmere RPG that teaches players to build their
    characters and use the rules of the game. As the              Text in a box like this is meant to be read aloud or
    narrative unfolds, the decisions the players make shape       paraphrased to the players, typically when a specific
    their characters. The adventure is designed to appeal to      situation is triggered (as described by the text).
    fans of Brandon Sanderson’s Stormlight Archive novels
    and fans of epic fantasy in general.                         Equipment and items are described in the Stormlight
       The First Step outlines the events of a dramatic          Handbook and in appendix A of this book.
    ambush in central Alethkar, along the border between            When new game terms are introduced, they are
    the Thanadal and Kholin princedoms. After the attack,        formatted as bold and blue.
    the characters must rally and aid the survivors before
    striking out on their own into this dangerous region.         Sidebars
       This adventure takes approximately three to four
                                                                  Helpful lore information or notes are presented in sidebars
    hours to complete and is optimized for four to six players
    plus a game master (GM).                                      like this one.
       At the end of the adventure, each player will have a
                                                                 The adventure is divided into three parts, and each part
    complete level 1 character, and your group can continue
                                                                 starts with a mechanics checkpoint where you instruct
    their adventures using either your own stories or the
                                                                 the players how to fill in their character sheets. The
    Stonewalkers adventure.
                                                                 mechanics checkpoints look like this:
    Running the Adventure                                         Mechanics Checkpoint
    From here on, this text is meant for the GM—the person
    setting the scenes and facilitating the game. Anyone          Start every attribute (Strength, Speed, Intellect,
    playing the game with a player character (PC) should          Willpower, Awareness, and Presence) at 1.
    stop reading now to avoid spoilers.
                                                                 Basic information for resolving skill tests, running
    Before You Begin                                             endeavors, using the plot die, and other features of the
                                                                 Cosmere RPG are introduced as they become relevant.
    This adventure assumes the players are unfamiliar with
                                                                 Detailed information regarding these mechanics can be
    the Stormlight Archive series, but that the GM has basic
                                                                 found in the Stormlight Handbook.
    familiarity and can explain concepts such as Shardplate
4   The First Step
Getting Started                                               Paths
Before playing, do the following:                             Paths in the Cosmere RPG are similar to “classes” in
                                                              other roleplaying games. They represent what a hero has
1. Read the “Adventure Flowchart” section, and
                                                              trained in and what special abilities they have.
   familiarize yourself with the format of the adventure.
                                                                 The Roshar setting has heroic paths and Radiant
2. Print a character sheet for each player. You can           paths which you can learn more about in appendix B.
   copy a character sheet from the last page of the           Radiant paths align with the nine available Radiant
   Stormlight Handbook, or you can download one from          orders. (The Order of Bondsmiths is not available to
   CosmereRPG.com/character-sheets.                           PCs.) Characters cannot become Radiant at level 1, but
3. Print the tracking sheet at the end of this book. You’ll   by finishing The First Step, players are given a suggested
   use it to record information.                              Radiant path to pursue. It is important to note that,
                                                              from a roleplaying perspective, most PCs don’t know
4. Optionally, print the other appendices to share with
                                                              they are becoming Radiants. For example, it took
   the players.
                                                              Kaladin a long time to discover how his bond with Syl
5. Gather enough dice and writing utensils for each           was changing him.
   player.                                                       As players make decisions, use the tracking sheet to
6. Prepare for the combat scene in part 3. Consider           record possible paths a character might take. Decisions
   picking out some miniatures or tokens to represent         that mark multiple paths can mark up to three paths
   the PCs, Taszo, and their axehound attackers.              simultaneously.
                                                                 Don’t tell the players what you’re recording. At the end
7. Have fun! Remember—journey before destination.
                                                              of the game, you’ll have the opportunity to dramatically
                                                              reveal the results, telling each player which heroic and
Tracking Decisions                                            Radiant paths their character is likely to follow. If a
As the players make decisions for their characters, the       character is tending strongly toward a particular Radiant
text prompts you and the players to record details about      order, you can optionally hint via roleplay that they are
those decisions. The two types of prompts look like this:     being observed by an associated Radiant spren.
◆   Tracking sheet prompt: Path Agent                            The Radiant Values and Philosophies table in
◆   Character sheet prompt: Attribute +1 Speed                appendix B shows each Radiant order’s key ideal, which
                                                              The First Step uses to reference when you should mark a
The tracking sheet prompt is meant for you, the GM,
                                                              Radiant path on the tracking sheet. The table also lists
to record on your tracking sheet. The printable tracking
                                                              each Radiant order’s associated spren.
sheet can be found at the end of this book or at
CosmereRPG.com/the-first-step.                                Resources and Equipment
   The character sheet prompt is for players to record on     You’ll also be tracking Resources, an abstract
their character sheets.                                       representation of things the characters might find or lose
   In the case of those examples, you record the              during the adventure—for example, a small tool, a cache
character’s Agent-related decision on your tracking           of food, an inspired comrade, or a few spheres.
sheet, and the player increases the Speed attribute on           When the characters are successful, you will
their character sheet by 1.                                   sometimes be directed to increase their Resources on
                                                              your tracking sheet. When they fail, you might decrease
Attributes, Skills, and More                                  their Resources. Resources never go below zero.
Each player starts with a blank character sheet. As
                                                              Resource prompts look like this:
they make decisions in the adventure (and whenever
prompted with a character sheet prompt), they add the         ◆   Resources +1
information to their character sheet. Player decisions        ◆   Resources −1
directly add attributes, skills, equipment, expertises, and   Toward the end of the adventure, this Resources score
goals to the character sheet. These character elements        will help determine the equipment the characters receive.
are all described as they become relevant.                       The group starts with 1 Resource per character.
   Sometimes the player might have two options, which         Resources are shared as a group, until they are split
looks like this:                                              between the characters in part 3.
◆   Attribute +1 Willpower or Presence
When different options are offered, the player chooses
which option to record.
                                                                                                       The First Step       5
The Stormlight                                              Handbook gives broad advice on how to address
                                                            marginalization dynamics while roleplaying.
Archive Timeline
The First Step is set at the end of a period in Roshar      Safety Tools
known as the Era of Solitude, coinciding with events        Everyone at the table is responsible for making sure
that take place during the novel Words of Radiance. The     the game remains enjoyable for all players. As the GM,
Alethi are fulfilling the Vengeance Pact on the Shattered   you are responsible for creating a gaming environment
Plains, waging a years-long war against the Parshendi.      where this can happen. One way to support this is by
The infamous Assassin in White has reappeared to            using safety tools: communication exercises that help
slaughter more world leaders. The majority of singers are   tables identify story elements or themes that they do or
enslaved and locked in forms without songs, and the few     don’t want to include in the game. Before you start your
remaining Knights Radiant are untrained and isolated.       adventure, you should review the “Safety Guide” section
   A more complete timeline can be found in chapter 4       in chapter 13 of the Stormlight Handbook.
of the Stormlight World Guide.
Playing With Singers                                        Adventure Summary
                                                            The First Step is designed to teach new players how to
This adventure was written with human characters in
                                                            play a roleplaying game, as well as to gradually introduce
mind. However, you can include singer characters with a
                                                            experienced roleplayers to the Cosmere RPG’s mechanics:
little adjustment. Listener spies might be included among
the parshman workers in the caravan, or you could depart    Part 1: Alethi Ambush focuses on individual
from canon and include an enslaved singer character           characters, providing spotlight scenes to get players
before the Everstorm restores their spiritual health.         rolling dice and making clearly defined choices.
    The Era of Solitude was a deeply traumatic time for       These scenes should be quick and set the stage. Treat
singers. The handling of singer characters, both PCs          this section as a warm-up to the actual roleplaying in
and NPCs, is something that GMs and players must              parts 2 and 3.
determine together. The “Including Marginalization
Responsibly” section in chapter 13 of the Stormlight
                Part 2: A Night in the Ravine encourages players
                  to take more narrative license with how scenes play
                                                                             Pronunciation Guide
                  out. More often, they’re instructed to describe how        The Pronunciations table lists the pronunciations of
                  their character engages with or resolves a scene.          names and terms in this adventure.
                  Additionally, this section introduces the endeavor            As with all worlds in the cosmere, the Rosharan
                  scene type. Endeavors flexibly combine roleplay            pronunciation of words varies by region and dialect. If
                  and skill tests to determine the outcome and               a pronunciation here doesn’t match how you or your
                  consequences of the characters’ efforts.                   players say it, that doesn’t mean you’re wrong! It’s far
                Part 3: The Stranger brings all the rules together and       more likely that you simply hail from a different land
                  introduces the players to a combat scene where they        than the writer of this guide.
                  act in turn order to overcome a threat.                    Pronunciations
                To get the most out of The First Step, find exciting times    Word               Pronunciation
                to ask the players to add details to the scene. How do
                                                                             Adolin              AY-doh-lin
                their characters perform the chosen action? What does
                the item they picked up look like? Add flavor to the         Alethi              uh-LETH-ee
                results without changing the outcomes, and the session       Alethkar            AL-eth-kar
                will become much more engaging for everyone.                  Bettani            beh-TAH-nee
                   Finally, play up the drama! This adventure represents
                                                                              chull              CHUL
                a defining moment in the characters’ history. Ask the
                players to choose options based on how their characters       cosmere            KOZ-meer
                might feel. Ask them how their decision defines their         crem               KREM
                past or outlines their future. We’re here to play and find    Dalinar            DAL-in-ar
                out who these characters are.                                 fabrial            FAB-ree-uhl
                Adventure Flowchart                                           havah              HAH-vah
                                                                              Herdazian          hayr-DAZ-ee-uhn
                                                                              Kharbranthian      kar-BRANTH-ee-uhn
                               Part 1: Alethi Ambush                          khokh              COKE
                       An ambush by unknown soldiers on the border
                                                                              Kholin             koh-LIN
                       of the Kholin princedom forces the characters
                        to scramble to safety, rally troops, or gather        linil              LIN-eel
                            what valuables they can in the chaos.             Parshendi          par-SHEN-dee
                                                                              Ralanat            RAHL-uh-naht
                                                                              Reshi              RESH-ee
                                                                              Resi               REH-zee
                           Part 2: A Night in the Ravine
                          As the tide of battle turns in favor of the         Roshar             ro-SHAR
                          Kholin troops, a full Shardbearer sweeps           Shinovar            SHIN-oh-var
                            through, destroying all resistance and            spren              SPREN
                         trapping the characters and their caravan
                                                                             Taln               TALN
                         in a canyon. The characters have a chance
                             to strengthen their bonds with one              Tashikki            ta-SHI-kee
                         another as they tend to the wounded and             Taszo-son-Clutio   TAH-zo-suhn-KLOO-tee-oh
                            protect themselves through the night.
                                                                             Thanadal           THAH-nuh-dahl
                                                                             Thaylen            THAY-len
                                                                              Unkalaki           oon-kah-LAH-kee
                                Part 3: The Stranger                          Veden              VAY-din
                       In the morning, the characters marshal their           Velin              VEH-lin
                      meager resources and leave the canyon, striking
                                                                              Vorin              VOR-in
KEVIN O’NEILL
                       out to find help. Instead, they find a lone Shin
                          man being attacked by wild axehounds.              Zinden              ZIN-dehn
                                                                                                                      The First Step    7
                                                               Part 1
                                        Alethi Ambush
    The characters are part of a caravan headed to a frontier        attribute score, have them replace the number in their
    called the Shattered Plains, a war-torn region where             attribute score box with the modified value.
    the Alethi clash with their enemies, the listeners. The        Skills. As you play the game, characters will frequently
    listeners, whom the Alethi call Parshendi, are a non-            use skills to attempt various tasks. They might make
    human people who are native to the Shattered Plains.             a Stealth test to sneak past an enemy, or they might
        Unfortunately for the characters, the corrupt caravan        forage in the wilderness with a Survival test. There
    leader Brightlady Ralanat has conspired with the                 are 18 skills, and the more ranks a character has in a
    Shardbearer Brightlord Resi to destroy the convoy. Resi          skill, the better they are at tests and abilities that use
    is a petty noble in the Thanadal army who was slighted           that skill. Characters start with 0 ranks in all skills
    by the caravan’s owner Brightlord Adolin Kholin—and              and can gain ranks up to a maximum of 2 in various
    now Resi wants to strike at Adolin indirectly.                   skills throughout this adventure. When you tell the
                                                                     players to increase the number of ranks they have in
    Running Part 1                                                   a skill, have them fill in one of the rank boxes to the
    The adventure begins with a narrative scene that                 right of the skill name.
    introduces the setting, the caravan, and the ambush.           Skill Modifier. The box to the left of each skill name
    After that, you provide the players with four choices.           is for the skill modifier, which is the sum of the
    Each choice leads to a different scene, branching                skill’s ranks plus its linked attribute (indicated by the
    into individual stories that help players define how             three letters in parentheses to the right of the skill
    their character reacts to situations, thereby creating a         name). For example, the Agility skill modifier is the
    personality and history for the character.                       character’s Speed attribute score plus their ranks
       Multiple players can choose the same option. How to           in Agility.
    handle those decisions, and how to order the scenes, are       The other sections on the character sheet—from
    described in the “Taking the First Step” section. Fully        character name and level to equipment, expertises, and
    resolve one narrative path before moving to another player,    goals—will be explained as they become relevant.
    but do your best to give each player an equal amount of          When everyone is ready, begin with the first
    spotlight while moving the scenes along briskly.               mechanics checkpoint:
       This section of the adventure is procedural and
    defined. It introduces how to roll dice for skill tests, and    Mechanics Checkpoint
    some light descriptive roleplay. If any players are feeling
                                                                    Start every attribute score (Strength, Speed, Intellect,
    constrained by part 1, reassure them they’ll have much
                                                                    Willpower, Awareness, and Presence) at 1.
    more freedom in parts 2 and 3.
    The Character Sheet                                            Making a Skill Test
    Distribute a blank character sheet to each player if you
                                                                   When the outcome of a character’s actions is uncertain,
    haven’t already. Before moving to the first mechanics
                                                                   they make a skill test by rolling a twenty-sided die
    checkpoint, take some time to explore the character
                                                                   (called a d20) to determine whether they succeed or fail.
    sheet with your players.
                                                                   Tests are the core mechanic of this game, so you and the
    Attributes. The six attributes are Strength, Speed,            players 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. Characters start with an           1. The GM picks a skill, then the player rolls the
      attribute score of 1 and will increase and decrease             dice. The GM chooses which skill best applies to the
      attribute scores to a maximum of 3 and a minimum                situation. The GM also sets a difficulty class (DC),
      of 0 throughout this adventure. The higher the score,           which is a number the player must reach or exceed to
      the more exceptional a character is in that area.               succeed on the test; the higher the DC, the harder it
      When you tell the players to increase or decrease an            is to succeed. After these are chosen, have the player
                                                                      roll one d20.
8   Part 1: Alethi Ambush
2. Add the skill modifier. On the character sheet,                   Startled, you hurry to the center of camp to find spear
   find the number in the box to the left of the applicable      infantry streaming down the east side of the ravine.
   skill, and add it to the d20 roll.                            These aren’t undisciplined bandits. They move with
3. Add any bonuses or penalties. Some tests gain                 military precision. To the west, arrows whistle toward
   bonuses or penalties in certain circumstances. Add            civilians who clutch their belongings as they run. Many fall,
   any of these to your d20 roll.                                arrow shafts protruding from their backs. Fearspren seep
4. Compare the test’s total to the test’s DC. Add                from the ground, forming purple pools around the boots
   up the d20 roll plus skill modifiers, bonuses, and            of the miniscule Kholin military contingent guarding
   penalties; if that result equals or exceeds the DC the        the caravan.
   GM set, the character succeeds at their task.
                                                                After this read-aloud text, provide the players with the
5. Resolve the results. Resolve the results of the
                                                                options in “Part 1 Choice.” Once each player has chosen
   success or failure.
                                                                a response from A, B, C or D, resolve one player’s scene
In part 1 of The First Step, the appropriate skills, the        before returning to “Part 1 Choice” to resolve the next
skill DCs, and the results of success and failure are           player’s scene. Resolve players’ scenes in order, starting
provided for you. When an attribute or skill is increased,      with players who choose A, then players who choose
the character gains that benefit immediately. The player        B, and so on. Most players should resolve their scenes
should increase the appropriate ability or skill ranks on       individually. However, players who choose choice D
the character sheet, then recalculate skill modifiers if        should resolve that scene together.
needed before continuing.
 Expertise
                                                                Part 1 Choice
                                                                Do you…
 Beyond attributes and skills, characters have several
 areas of expertise—specialized knowledge from personal         1. Search your gear for something useful? Go to A
                                                                   (below).
 experience. An expertise could represent intricate
 knowledge of one kind of weapon, years of learning about       2. Check on the people who were ambushed by the
 an academic subject, or deep familiarity with a given             archers? Go to B (page 15).
 culture. Some expertises are assigned by choices, while        3. Grab a weapon and engage the spear infantry?
 others will be defined by the player. For a list of example       Go to C (page 18).
 cultural, weapon, armor, and utility expertises, see           4. Run toward the center of camp to find Brightlady
 appendix C.                                                       Ralanat? Go to D (page 20).
Taking the First Step                                           A: Search Gear
When you and the players are ready to begin, read or              You quickly rummage through your gear and grab the first
paraphrase the following:                                         thing you find.
  It’s been weeks since you last saw the windblades of
  Kholinar when you joined this caravan and began your          What is it?
  travels to the Shattered Plains. Your journey has taken       1. A weapon. Go to A1 (page 10).
  you south through Kholinar and along the Thanadal             2. A long-distance communication tool called a
  border, before continuing east toward the warcamps.              spanreed. Go to A2 (page 11).
      At the end of another long day, Brightlady Ralanat, the
                                                                3. A roll of tools. Go to A3 (page 12).
  caravan’s noblewoman leader, decides to set up camp in
  a nearby ravine. Its steep walls promise protection from      4. A small technological device called a fabrial. Go to
  both bandits and highstorms—the tempests that rage               A4 (page 12).
  across Roshar every few days. The chulls, horse-sized         5. A document. Go to A5 (page 13).
  crustaceans, make their slow descent into the ravine.         6. A medical kit. Go to A6 (page 14).
      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!”
                                                                                                  Part 1: Alethi Ambush          9
     A1                                                             2. To confront the archers firing down into the ravine
                                                                       from the west. Ideal Protection
     Attribute +1 Strength or Speed                                     Skill +2 Light Weaponry or Heavy Weaponry
                                                                       Make a DC 10 Light Weaponry or Heavy
       You pick up your weapon, its leather-wrapped grip fitting       Weaponry test.
       comfortably in your hands.
                                                                          Success: The arrows fall around you. Describe
                                                                          how you draw the archers’ attention away from the
     Do you have a…                                                       civilians. Resources +1
     1. Dagger? Path Agent Attribute +1 Intellect                         Failure: The arrows fall around you with
     2. Shortbow?                                                         increased fury. Describe how you save yourself.
        Path Hunter Attribute +1 Awareness                          3. To rally the troops around you.
     3. Shortspear? Path Warrior                                       Ideal Tenacity Skill +2 Leadership
         Attribute +1 Willpower In Alethkar, a spear is a              Make a DC 10 Leadership test.
        weapon commonly used by men from the non-noble                    Success: You call out to the stunned Kholin
        darkeyes class. Are you…                                          caravan soldiers. Describe how you take
        ◆   Alethi? Expertise Alethi                                      charge. Resources +1
        ◆   Foreign? Expertise Another culture (See                       Failure: Describe how you fail to gather the
            appendix C)                                                   attention of the stunned Kholin caravan soldiers.
     4. Sidesword? Path Leader
                                                                    Gain: Equipment The weapon you chose
         Attribute +1 Presence In Alethkar, a sidesword is
        a weapon commonly used by nobles of the lighteyes
        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.
     Now that you’re armed and ready, where are
     you headed?                                                    If every player has had a scene, go to part 2 (page 24).
                                                                    Otherwise, go to “Part 1 Choice” (page 9) and
     1. To repel the spear infantry who swarmed in from the         resolve another player’s scene.
        east. Ideal Self-Mastery
         Skill +2 Light Weaponry or Heavy Weaponry                   Goals
        Make a DC 10 Light Weaponry or Heavy
        Weaponry test.                                               As characters adventure across Roshar, they grow not
                                                                     only by gaining levels but by completing personal goals.
            Success: Describe how you reinforce the
                                                                     Each goal includes three milestone boxes, representing
            troops, thinning the enemies with your
                                                                                                                                     VINCENT DUTRAIT
            attack. Resources +1                                     progress toward completing the goal. Generally, only one
                                                                     milestone box can be marked per session. After com-
            Failure: Describe how you throw yourself into
                                                                     pleting a goal, a character earns rewards that grant them
            the fray, but the lines continue to falter and break.
                                                                     powerful items, relationships, or abilities. See chapter 8 of
                                                                     the Stormlight Handbook for more information.
10   Part 1: Alethi Ambush
                    A2                                                              Do you plan to work with them or try to get
                                                                                    out of it?
                    Attribute +1 Willpower or Presence
                                                                                    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
                                                                                    If every player has had a scene, go to part 2 (page 24).
                       carve out several glyphs including a ship with sails
                                                                                    Otherwise, go to “Part 1 Choice” (page 9) and
                       unfurled, an empty book, and crossed spears behind
                                                                                    resolve another player’s scene.
                       a low wall. You decipher the message as meaning
                       “Travel quickly. Great need. Warcamps.”
                    Who 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
                    Describe one mission that you have done 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.          If every player has had a scene, go to part 2
       Without them, you’d be lost.                                (page 24). Otherwise, go to “Part 1
                                                                   Choice” (page 9) and resolve another
     What kind of tools are these?                                 player’s scene.
     1. Art supplies. Expertise Visual Arts
                                                                   A4
     2. Blacksmithing tools. Expertise Weapon Crafting
                                                                   Attribute +1 Intellect or Willpower
     3. Leatherworking tools. Expertise Armor Crafting
     4. Cooking knives. Expertise Culinary Arts                      You search frantically, sighing in relief when you come
                                                                     upon the small fabrial. It may be simple, but it has great
     What is your preferred way to use these tools?                  meaning to you. The gemstone caged within the wire
                                                                     frame glows, charged with Stormlight.
     1. You like to work on big projects or large-scale
        endeavors that call for heavy lifting.
         Ideal Potential Attribute +1 Strength                     Where did you get this fabrial?
     2. You multitask; working on many projects at once calls      1. You helped your mentor build it.
        for split-second timing.                                      Ideal Potential Skill +2 Crafting
         Ideal Self-Mastery Attribute +1 Speed                     2. You scavenged it from a caravan that had been
     3. You approach every project with analytical precision.         destroyed in a highstorm.
        Ideal Potential Attribute +1 Intellect                         Ideal Remembrance Skill +2 Stealth
     4. You let your passions guide you to the finished            3. Someone you respect awarded it to you for a job well
        product.                                                      done.
         Ideal Freedom Attribute +1 Presence                           Ideal Justice Skill +2 Leadership
     5. You focus on precision work, making every choice           4. You stole it.
        and action count.                                             Ideal Secrecy Skill +2 Thievery
         Ideal Self-Mastery Attribute +1 Willpower                 5. You won it in a game of breakneck.
     6. Your project depends more on the raw materials than           Ideal Freedom Skill +2 Insight
        the tools.                                                 6. You got it for an incredibly good price.
         Ideal Truth Attribute +1 Awareness                           Ideal Truth Skill +2 Persuasion
     Why are these tools precious to you?                          What does this fabrial do?
     1. They were passed down by your mentor. They                 1. It is a round fabrial that warms your hands when
        remind you of the legacy that you carry.                      held. Path Hunter Attribute +1 Willpower
         Ideal Remembrance
                                                                   2. It is a pair of sturdy boots that fasten without any need
     2. They help you create things that enrich people’s lives,       for laces. Path Warrior Attribute +1 Strength
        revealing the glory of the cosmere. Ideal Truth
                                                                   3. It is a disk that glows like a candle when pressure is
     3. You have worked hard and studied long, but you                applied. Path Envoy Attribute +1 Awareness
        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 towards the
        become a fuller, more confident version of yourself.
                                                                      Thaylen City docks.
                                                                                                                                  VINCENT DUTRAIT
         Ideal Potential
                                                                       Path Leader Attribute +1 Presence
     What is your level of training with these tools?              6. It is a small stormclock which can be set to count
                                                                      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
                                                              1. Ward off the crowd with raised fists?
   Make a DC 10 Agility test.
                                                                 Attribute +1 Strength Skill +2 Athletics
      Success: Describe how you break away from the              Make a DC 10 Athletics test.
      soldier and disappear into the night.
                                                                    Success: Describe how you force your way
2. Glare at or threaten the soldier, so he knows to leave           through the press. Resources +1
   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
      Success: Describe how the soldier hesitates,               Make a DC 10 Agility test.
      then leaves.
                                                                    Success: Describe how you stay ahead of
3. Grapple with the soldier? Path Warrior                           enemies. Resources +1
   Skill +2 Athletics Make a DC 10 Athletics test.
                                                              3. Find a place to stash the cylinder in the chaos?
      Success: Describe how you fight the soldier off.           Attribute +1 Awareness Skill +2 Perception
4. Beg and plead to be left alone?                               Make a DC 10 Perception test.
   Path Envoy Skill +2 Persuasion                                   Success: Describe the hiding place you find.
   Make a DC 10 Persuasion test.                                    Resources +1
      Success: Describe how the soldier takes
      pity on you.                                              Failure: Read the following:
  Failure: Read the following:                                  Some enemy soldiers break away from the fight to chase
                                                                you. You eventually lose them, but they regroup to flank
 The soldier rips the fabrial from your hands but curses in     the Kholin caravan soldiers.
 disgust when he realizes that it’s not a pouch of spheres.
 He tears at the gem, damaging the frame, before
                                                              What does this document contain?
 throwing the fabrial in frustration and running off.
                                                              1. The locations of informants in one of the warcamps.
                                                                 Ideal Truth Path Agent
Gain: Equipment Minor fabrial
                                                              2. Trade secrets that must be delivered to a merchant at
This unique fabrial produces the simple effect described
                                                                 one of the warcamps.
earlier in this section. If in good condition, the fabrial
                                                                  Ideal Secrecy Path Envoy
is worth 30 marks to an artifabrian. If you failed the
last test, the fabrial is broken; when you have access to     3. Scout reports about bandit activity in the Unclaimed
a workshop, it can be repaired with a successful DC 15           Hills that must be delivered to the Kholin patrols in
Crafting test.                                                   the warcamps. Ideal Protection Path Hunter
                                                              4. Training and conflict reports from your citylord to a
If every player has had a scene, go to part 2 (page 24).         highprince in one of the warcamps.
Otherwise, go to “Part 1 Choice” (page 9) and                     Ideal Tenacity Path Leader
resolve another player’s scene.
                                                              5. The last letter of an ailing parent addressed to a soldier
                                                                 you trained with. You can find them in one of the
                                                                 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
                                                                        Success: Describe how you provide medi-
     Do you plan to honor your agreement or take
                                                                        cal aid. Resources +2
     advantage of your knowledge?
                                                                        Failure: Describe how and why you’re
     1. I will follow through on my obligation.
                                                                        unable to help.
         Ideal Justice
         Goal “I will deliver the document I carry                2. To tend to fallen civilians struck by arrows from the
         as required of me.”                                         west. Ideal Protection Skill +1 Agility
                                                                     Make a DC 10 Agility test.
     2. I will take advantage of this opportunity.
         Ideal Potential                                                Success: Describe how you avoid volleys of arrows
         Goal “I will get the best price I can for                      and pull casualties to safety. Resources +2
         the document I carry.”                                         Failure: Describe how the press of battle stops
                                                                        you from saving everyone.
     Gain:
     Equipment Hogshide cylinder with document                    3. To gather more medical supplies from the caravan.
                                                                     Ideal Self-Mastery Skill +1 Deduction
     If every player has had a scene, go to part 2 (page 24).        Make a DC 10 Deduction test.
     Otherwise, go to “Part 1 Choice” (page 9) and
     resolve another player’s scene.                                    Success: You sprint to the wagons, hiding behind
                                                                        the chulls who retreated into their protective
     A6                                                                 shells. Rooting around in the sacks, you find weak
                                                                        antiseptic. Gain:
     Attribute +1 Intellect or Presence                                  Equipment Antiseptic (weak, 5 doses)
                                                                        Failure: You search the wagons, but find
       You open the medical kit and give it a once over, taking
                                                                        nothing of use.
       stock of your supplies.
                                                                  4. To organize those around you to bring the wounded
     What kind of things comprise your kit?                          into the cover of the wagons.
                                                                      Ideal Freedom Skill +1 Leadership
     1. Anatomical drawings and medical texts.                       Make a DC 10 Leadership test.
        Path Scholar Skill +1 Medicine
                                                                        Success: Describe how you organize the noncom-
     2. Herbs and poultices.                                            batants around you. Resources +2
        Path Scholar and Hunter Skill +1 Survival
                                                                        Failure: You gather a small group of noncomba-
     3. Scalpels, forceps, and sewing needles.                          tants around you, but the fighting is too furious to
        Path Scholar and Leader Skill +1 Discipline                     stay in any one place.
     4. Tinctures for sedating and disinfecting.
        Path Scholar and Agent Skill +1 Thievery                  Gain: Equipment Surgical supplies
     As a surgeon, doctor, or apothecary, what are
     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
                                                                                                                               VINCENT DUTRAIT
     you headed?
     1. To tend to fallen Kholin caravan soldiers to the east.
        Ideal Tenacity Skill +1 Athletics                         If every player has had a scene, go to part 2 (page 24).
        Make a DC 10 Athletics test.                              Otherwise, go to “Part 1 Choice” (page 9) and
                                                                  resolve another player’s scene.
14   Part 1: Alethi Ambush
                 B: Check on Companions                                         2. Sit close and spend her last moments with her?
                                                                                    Ideal Remembrance Skill +2 Leadership
                                                                                   Make a DC 10 Leadership test.
                   Some merchants who joined the caravan for protection
                   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.
                                                                                       Failure: The woman thrashes, trying to get up,
                 Do you recognize the colors on the arrows?                            before falling back, exhausted. She will pass soon.
                 1. Yes. Expertise Alethi Those are the colors
                    of Highprince Thanadal. Thanadal is a rival to                She moves her lips as if to speak, but her exhaustion
                    Brightlord Adolin, your caravan’s owner.                      overcomes her. She presses something into your hand
                                                                                  before her eyes close.
                 2. No. Expertise Another culture (See appendix C)
                                                                                What is it?
                   Packages once held so dear lie scattered, their contents
                   spilled across the dirt. One of the merchants, a Thaylen     1. A whetstone. Path Warrior Resources +2
                   woman, lies on her side, coughing blood onto her bright      2. A small notebook. Path Scholar Resources +2
                   orange dress. “Help me…” she says desperately, blood            What are the notes about?
                   trickling from the corner of her mouth. Violet fearspren        ◆   Alethi noble families
                   globules wriggle around her and the arrow lodged in her         ◆   Azish law
                   back. Before you can act, a voice yells from the ridgetop,
                                                                                   ◆   Herdazian recipes
                  “Archers, ready!”
                                                                                   ◆   Natural history
                 Do you…                                                           ◆   Vorinism
                 1. Help the woman? Go to B1 (below).
                 2. Grab whatever spilled onto the ground and run before
                    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.
                 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.
                       Failure: The wound is dire. You call on every
                       ounce of skill you have, but it isn’t enough. The
                       woman will pass soon.
VALERIA CASALE
     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…                                                        Do you…
1. Calm them down and lighten their mood with some             1. Improvise a melee weapon, then leap at the archers
   gallows humor? Skill +1 Persuasion                             and attempt to take them down in close-quarters
    Ideal Secrecy Make a DC 10 Persuasion test.                   combat? Ideal Justice
      Success: Describe how you say just the                       Skill +2 Light Weaponry or Heavy Weaponry
      right thing. Resources +1                                   Make a DC 10 Light Weaponry or Heavy
                                                                  Weaponry test.
      Failure: The civilians stare at you with
      blank expressions, then one of them sug-                       Success: Describe how you thwart the archers.
      gests that everyone should just keep their                     Resources +2
      head down. Resources −1                                  2. Buy the caravan guards some time by picking up a
2. Bark some orders and get them in line?                         rock and throwing it far away from you, in hopes the
   Ideal Self-Mastery Skill +1 Intimidation                       archers fire at the sound? Ideal Secrecy
   Make a DC 10 Intimidation test.                                 Skill +2 Deception Make a DC 10 Deception test.
      Success: The civilians fall still and listen, staying          Success: Describe how you use the distraction to
      orderly and out of danger. Resources +1                        force some archers to retreat. Resources +2
      Failure: One of the civilians shouts right back at       3. Stay hidden until a better opportunity presents itself?
      you, then a stray arrow slams into them. The other           Ideal Potential Skill +2 Stealth
      civilians bolt into the night. Resources −1                 Make a DC 10 Stealth test.
3. Surrender the best cover to them, leaving yourself                Success: A pair of Kholin caravan soldiers wave
   more vulnerable? Ideal Protection                                 to you, motioning to convey that they want to
    Skill +1 Discipline Make a DC 10 Discipline test.                attack simultaneously. Do you…
      Success: Describe how you protect the                          ◆   Distract the archers by pelting them with rocks
      cowering civilians. They look at you with awe and                  while the soldiers attack? Ideal Tenacity
      gratitude. Resources +1                                            The soldiers crash into the archers, sowing
                                                                         chaos and confusion. An archer turns to attack,
      Failure: You stay exposed for a few moments
                                                                         but you pick them off, saving your ally’s life.
      but are forced to retreat to cover. The civilians
                                                                         Only a few archers manage to shoot into the
      welcome you back, and everyone squeezes in
                                                                         ravine as intended. Resources +2
      uncomfortably. Resources −1
                                                                     ◆   Retreat to safety? The soldiers rush into the
Gain: Equipment The item(s) you found                                    archers, but one of them is felled instantly, and
Go to B4 (page 18).                                                      the other retreats.
B3                                                               Failure: Two archers see you and turn in your
                                                                 direction. You’re forced to retreat as arrows fly
Attribute +1 Strength or Speed                                   toward you.
  Clinging to the near-vertical walls of the ravine, you       In between volleys of arrows, do you…
  avoid the keen eyes of the archers above you. You crest
                                                               1. Search for valuables to pocket?
  the ridge and slide over to a rocky outcrop. From your
                                                                  Path Agent Attribute +1 Awareness
  vantage point, you can see archers aiming into the ravine,
                                                                  Gain: Marks 1d6 marks
  arrows nocked.
     “Wait for stragglers, men,” the soldier in command        2. Carve a glyphward to the Almighty in the dirt, invoke
  mutters to his troops in a low voice. “Pick them off,           the Passions, or make some other religious gesture?
  one by one.”                                                     Path Envoy Expertise Chosen religion
                                                                   Attribute +1 Willpower
                                                               3. Search for more enemies to remove from the fighting?
                                                                  Path Hunter Attribute +1 Speed
                                                                  Goal “Avenge the fallen from our caravan.”
                                                               4. Look for a group of soldiers to join? Path Warrior
                                                                  Goal “Serve the Kholin military.”
                                                                  Attribute +1 Strength
                                                                                                Part 1: Alethi Ambush        17
5. Look for a group of soldiers to lead? Path Leader
   Goal “Lead survivors safely to the warcamps.”
                                                           B4
   Attribute +1 Presence                                   As you make your way to the center of the
6. Take stock of the ambush and try to reason out the      camp, do you…
   tactics? Path Scholar Attribute +1 Intellect            1. Salvage a piece of wagon or crate to use as a
    Goal “Reveal who masterminded this ambush.”               makeshift shield?
                                                              Path Scholar Attribute +1 Strength
Gain: Resources +1
                                                           2. Move carefully and quietly from cover to cover,
If every player has had a scene, go to part 2 (page 24).      avoiding attention as much as you can?
Otherwise, go to “Part 1 Choice” (page 9) and                  Path Hunter Attribute +1 Speed
resolve another player’s scene.
                                                           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
                                                           If every player has had a scene, go to part 2 (page 24).
                                                           Otherwise, go to “Part 1 Choice” (page 9) and
                                                           resolve another player’s scene.
                                                           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
                                                                                                                             ANTTI HAKOSAARI
                                                              camp? Go to C3 (page 20).
                  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: Describe how you rally the defenders.
                         Resources +2 Attribute +1 Presence
                         Failure: Your defensive line cracks, and attackers
                         pour in among your faltering ranks.
                          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: The attackers are distracted enough that
                         your compatriots strike a few impressive blows,
                         but the attackers continue forward.                   Do you…
                          Resources +2 Attribute +1 Willpower
                                                                               1. Hold the line as long as you can, letting the slower
                         Failure: Your actions are ignored, and the
                                                                                  and less trained retreat first? Path Warrior
                         attackers continue their grisly work, cutting into        Ideal Tenacity Skill +1 Discipline
                         your compatriots.
                          Resources −1 Attribute −1 Willpower                  2. Organize a measured withdrawal, leaping to the
                                                                                  defense of others who stumble?
                                                                                   Path Leader Ideal Protection
                    Despite your brave efforts, the enemy soldiers gain            Skill +1 Light Weaponry or Heavy Weaponry
                    ground, rarely giving any. You’re able to grab a weapon
                                                                               3. Break from the lines and run as soon as you see an
                    from one of your fallen allies.
                                                                                  opportunity? Path Agent Path Hunter
                                                                                   Skill +1 Insight
                  Do you have a…
                  1. Dagger? Path Agent Attribute +1 Intellect                   You disengage from the fighting and move toward the
                                                                                 center of the encampment.
                  2. Shortbow?
                     Path Hunter Attribute +1 Awareness
                  3. Shortspear?                                               If every player has had a scene, go to part 2 (page 24).
                     Path Warrior Attribute +1 Willpower                       Otherwise, go to “Part 1 Choice” (page 9) and
                     ◆   In Alethkar, a spear is usually a weapon used by      resolve another player’s scene.
                         men from the non-noble darkeyes class. Are you
                         ◆   Alethi? Expertise Alethi                          C2
                         ◆   Foreign? Expertise Another culture (See           Attribute +1 Speed or Awareness
                             appendix C)
                                                                                 Deciding to risk less to gain more, you blend into the
                  4. Sidesword?
VINCENT DUTRAIT
                                                                                 shadows and wait for your moment to strike from
                      Path Leader Attribute +1 Presence                          the darkness.
                     ◆   In Alethkar, a sidesword is usually a weapon used
                         by nobles of the lighteyes class. Are you             Ideal Secrecy Ideal Potential Path Agent
                         ◆   Alethi? Expertise Alethi                          Resources +1 Skill +1 Stealth
                                                                                                                 Part 1: Alethi Ambush    19
      The enemy soldiers drive the Kholin caravan soldiers back
      further, and now that they’ve pushed past your hiding
                                                                    C3
      spot, their backs are to you.
                                                                     Though it pains you to see people fall to enemy spears,
                                                                     your instinct for self-preservation overrides any foolhardy
     Do you…                                                         notion of going out in a blaze of glory. Instead, you turn
     1. Strike at the unaware attackers with your improvised         tail and flee toward the command pavilion in the center of
        weapon? Path Warrior                                         camp. Red and white shamespren float to the ground like
         Skill +1 Light Weaponry or Heavy Weaponry                   petals in your wake.
        Make a DC 10 Heavy Weaponry or Light
        Weaponry test.                                              Go to D (below).
           Success: Describe how your attack catches them by
           surprise. Resources +2 Attribute +1 Speed                D: Find Brightlady Ralanat
           Failure: The attackers react with surprising             All players in this scene should make decisions as a
           swiftness, forcing you to retreat before you do          group and resolve the scene together. For decisions that
           any damage.                                              don’t require a test, all PCs gain the same benefits on
                                                                    their character sheet or on the tracking sheet.
     2. Draw their attention to yourself, letting the Kholin
                                                                       If a decision calls for a test, have all PCs roll the
        caravan soldiers rally? Path Envoy
                                                                    test. If any of them succeed, the story progresses as if
         Ideal Protection Skill +1 Intimidation
                                                                    everyone succeeded, but only the PCs who successfully
        Make a DC 10 Intimidation test.
                                                                    passed the test receive the benefits of that success. PCs
           Success: The attackers are distracted enough that        who fail a test mark no changes on their character sheet
           the Kholin caravan soldiers strike a few impressive      or the tracking sheet.
           blows, but the attackers continue forward.
            Resources +2 Attribute +1 Willpower                      The center of the camp is in chaos. Soldiers in Kholin
           Failure: Your actions are ignored, and the                blue uniforms run to the east, where the enemies first
           attackers continue their grisly work, cutting into        breached the caravan’s defenses. Other non-combatants
           the Kholin caravan soldiers.                              scramble haphazardly between tents, trying to escape.
            Attribute −1 Willpower                                   In the commotion, no one questions your presence near
                                                                     Brightlady Ralanat’s command pavilion.
     3. Find a way to roll a nearby wagon into the back lines
                                                                         Two people—a woman and a man—stand out as they
        of the attackers?
         Path Scholar Ideal Potential                                move opposite to the mass exodus. The woman’s long,
         Skill +1 Crafting Make a DC 10 Crafting test.               white hair marks her as Brightlady Ralanat, her safehand
                                                                     covered by the left sleeve of her lavender havah dress.
           Success: The wagon rumbles down a short
                                                                     The man is her assistant, another Alethi named Zinden.
           incline, slamming into the attackers and scattering
                                                                         They enter the command pavilion, rummaging around
           them for a few moments. The Kholin caravan
                                                                     and moving conspiratorially. They’re discussing escape.
           soldiers rally and move toward safety.
            Resources +2 Attribute +1 Intellect
                                                                    Do you…
           Failure: The wagon rumbles forward a few feet
           before hitting a dip and turning wildly.                 1. Approach quickly and quietly to hear them more
           The attackers move out of the way quickly and               clearly? Path Hunter Ideal Truth
           send a small group to chase you off.                        Go to D1 (page 21).
            Attribute −1 Willpower                                  2. Enter the tent and accuse Brightlady Ralanat of
                                                                       treason against the Kholins? Ideal Truth
      The fight isn’t going well for the Kholin caravan soldiers,      Go to D2 (page 22).
      and you find yourself driven toward the center of the
                                                                    3. Enter the tent and offer your assistance to Brightlady
      camp where a last stand is forming.
                                                                       Ralanat? Path Agent Go to D3 (page 22).
                                                                    4. Wait and follow Brightlady Ralanat at a distance to
     If every player has had a scene, go to part 2 (page 24).          try to escape this ambush? Path Hunter
     Otherwise, go to “Part 1 Choice” (page 9) and                     Go to D4 (page 23).
     resolve another player’s scene.
20   Part 1: Alethi Ambush
                    Roleplaying                                                       “That pompous fool, Adolin, has really stepped in the crem
                    Brightlady Ralanat                                                 this time,” Ralanat laughs scornfully. “Brightlord Resi is
                                                                                       about to pay Adolin back for the humiliation he suffered
                    Characteristics: Haughty,
                                                                                       at that fop’s hands during their last duel! It’ll cost Adolin
                      obstinate, cunning.                                              and his self-righteous father this whole storming caravan!
                    Goal: Escape the ravine with her                                   Ash’s eyes, but I wish I could be there when Adolin learns
                      riches while ensuring she is not                                 that his precious caravan was destroyed!”
                      implicated in the attack.                                            “But we were so careful, brightlady,” Zinden replies
                    Appearance: Ralanat (RAHL-uh-naht; she/her) is a tall,             with faux seriousness. “We didn’t know this ravine was
                      stately Alethi human with yellow eyes and intricately            within Thanadal’s borders.”
                      braided white hair.                                                  They laugh grimly at their betrayal before leaving the
                                                                                       pavilion, laden with bags, and heading northwards.
                    Ralanat is a third dahn Alethi, making her a person of
                    some importance among the nobility. She inherited
                    nothing from her second dahn parents, so Ralanat has               Failure: You overhear the following:
                    resolved to make her own luck. She is quick to command
                                                                                       In your haste, you make a small noise and stop dead in
                    anyone beneath her as if they were her personal servants.
                                                                                       your tracks.
                    She never uses her safehand and would never use her
                                                                                            “What was that, brightlady?” Zinden asks from
                    freehand either, if she had anything to say about it.
                                                                                       inside the tent.
                                                                                            “I’m sure it’s nothing,” she replies, her tone haughty
                                                                                       but cautious, now that her suspicion has been raised.
                    Roleplaying Zinden
                                                                                            “Our troops are going to suffer,” Zinden says, his voice
                    Characteristics: Dutiful, stoic, rigid.                            trailing off quietly.
                    Goal: Serve the interests of Brightlady Ralanat while                   “Not my concern. Each soldier that buffoon kills today
                      keeping her safe.                                                is like a cut to Kholin himself,” Ralanat replies under
                    Appearance: Zinden (ZIN-dehn; he/him) is an older Alethi           her breath. “It’s what he paid for. We need to get to the
                      human with characteristic tan skin and black hair pulled         northern edge, quickly!”
                      back in a ponytail. Zinden wears plain, well-made                     The two exit the pavilion quietly, each carrying several
                      clothing. Being of only the tenth dahn, Zinden eschews           bags with them. You couldn’t hear everything they said,
                      wearing anything too ostentatious. His light purple              but you’ve heard enough to know that something is amiss.
                      eyes are the only indication that he is a lighteyes.
                    Zinden is Brightlady Ralanat’s personal aide, though she         Brightlady Ralanat has betrayed the Kholins!
                    treats him more like an indentured servant. While he may         Do you plan to…
                    not agree with Ralanat’s actions, he never contradicts her
                                                                                     1. Expose her oathbreaking to the Kholins when you
                    aloud and carries out her orders to the best of his abilities.
                                                                                        arrive at a warcamp? Path Leader Ideal Truth
                                                                                         Goal “Report Ralanat to the Kholins.”
                   D1                                                                2. Sell this information to further your own goals?
                                                                                        Path Agent Ideal Secrecy
                                                                                        Goal “Find a buyer for Ralanat’s secret.”
                    “Zinden, collect all the broams,” Brightlady Ralanat hisses.
                    “I will destroy anything that could be used as evidence
                                                                                     Do you…
                     against me.”
                        “Yes, brightlady,” comes the reply. The spheres clink        1. Approach and offer your assistance to Brightlady
                     as they are dropped into a bag while something else                Ralanat? Path Agent Go to D3 (page 22).
                     crackles in a fire. The smell of burning and ash wafts          2. Wait and follow Brightlady Ralanat at a distance?
                     toward you from inside the tent.                                   Path Hunter Go to D4 (page 23).
                   Make a DC 10 Stealth test. Skill +1 Stealth
SVETLANA KOSTINA
                     Success: You overhear the following:
                                                                                                                        Part 1: Alethi Ambush          21
     D2                                                                     Success: You trail Brightlady Ralanat and Zinden
                                                                            to the edge of camp and watch her signal a group
     Attribute +1 Willpower or Presence                                     of soldiers clad in red and brown. They escort the
                                                                            two out of the fighting area, beyond your reach.
       You burst into the pavilion, accusing Brightlady Ralanat             Do you recognize the soldiers’ colors?
       of treason against the Kholins. Both she and Zinden stop
                                                                            ◆   Yes. Expertise Alethi Resources +2
       what they’re doing and turn toward you.
                                                                                Those are the colors of Highprince Thanadal.
           “Whatever do you mean?” Ralanat asks, her safehand
                                                                                Thanadal is a rival to Brightlord Adolin, your
       covering her mouth in shock. When her hand drops, she
                                                                                caravan’s owner.
       is smiling warmly. Her eyes, however, remain cold. “I
       don’t know what you think you heard,” she muses, “but
                                                                            ◆   No. Expertise Another culture (See
       treason is a very serious accusation. No one will believe                appendix C) Resources +2
       that I could do anything of the sort. Why, I am the very             Failure: In the chaos of the night, you lose
       model of a loyal noble,” she says, fluttering her light eyes         Brightlady Ralanat and Zinden.
       mockingly. “Isn’t that right, Zinden?”
           “Yes, brightlady,” Zinden replies as he resumes            Every player should have completed a scene, and you
       his task—packing more broams than you’ve ever seen             should proceed to part 2 (page 24). If any players
       into a bag.                                                    have not completed a scene, return to “Part 1 Choice”
                                                                      (page 9) and resolve any final player scenes.
     Do you…
     1. Order Brightlady Ralanat to surrender herself to your         D3
        custody? Path Leader Ideal Justice                            Attribute +1 Presence or Strength
         Attribute +1 Presence
     2. Attack Brightlady Ralanat and her assistant?                     “Well, now… I could use some strong backs,” Brightlady
        Path Warrior Ideal Protection                                   Ralanat says, tapping her lip with her finger. “Ten marks
        Attribute +1 Strength or Speed                                  in advance for your service,” she announces, handing you
                                                                        a sphere along with some heavy bags, “and another one
     3. Grab Brightlady Ralanat and bring her to the Kholin
                                                                        when we reach our destination. Now hurry! There’s not
        soldiers? Path Envoy Ideal Self-Mastery
                                                                        much time!”
         Attribute +1 Strength
                                                                      Gain: Marks 10 marks Do you…
       Before you can act, Zinden activates a strange fabrial with
                                                                      1. Follow Brightlady Ralanat into the chaos of battle?
       wires that run to the rug beneath you. Pain fills your body,
                                                                         Path Hunter Ideal Potential
       causing your muscles to lock in place. By the time you
                                                                         Attribute +1 Speed Skill +1 Agility
       recover, Brightlady Ralanat and Zinden have escaped, a
                                                                         Make a DC 10 Agility test.
       tear in the pavilion’s wall being their most likely exit.
                                                                            Success: Carrying your load, you follow Ralanat
     Do you…                                                                and Zinden through the shifting lines. As two
                                                                            attackers move to intercept, you call out for help.
     1. Search for incriminating evidence they left behind?                 Ralanat looks back at you with cold, cruel eyes and
        Path Agent Ideal Secrecy                                            turns away, using your predicament to cover her
        Skill +1 Perception Make a DC 10 Perception test.                   escape. Do you…
           Success: You find a hogshide map case that was                   ◆   Attack the soldiers?
           dropped during Ralanat’s escape. It contains                         Path Warrior Ideal Tenacity
           maps of the Thanadal-Kholin border that show                         Resources +1
           each of the highprinces’ territories, proving this                   Skill +1 Light Weaponry or Heavy Weaponry
           ravine is clearly within Thanadal’s sphere of                        Describe how you fight a quick, furious battle
           influence. Resources +1 Gain:                                        with the two soldiers.
            Equipment Hogshide map case and maps
                                                                            ◆   Retreat from the soldiers?
           Failure: Brightlady Ralanat and Zinden seem to                       Path Agent Ideal Self-Mastery
           have taken or destroyed anything of interest.                        Resources +1 Skill +1 Athletics
     2. Chase after Ralanat and Zinden?                                         Describe how you avoid the soldiers.
        Path Hunter Ideal Justice                                           ◆   Surrender your heavily laden bag to them?
        Skill +1 Athletics Make a DC 10 Athletics test.                          Path Envoy Ideal Freedom
22   Part 1: Alethi Ambush
                            Skill +1 Discipline Skill +1 Insight                 Do you…
                           You drop the heavy bag and run back into the          1. Follow as carefully as you can, darting from cover
                           furious battle. The two soldiers do not pursue           to cover and avoiding confrontation? Path Agent
                           you—but you do not gain Brightlady Ralanat’s              Ideal Truth Ideal Secrecy Skill +1 Stealth
                           heavily laden bag (see the end of this section).         Make a DC 10 Stealth test.
                           Every player should have completed a scene and              Success: You follow Brightlady Ralanat and
                           you should proceed to part 2 (page 24). If                  Zinden to the edge of the camp, where Ralanat
                           any players have not completed a scene, return              gives a signal to a group of enemy soldiers. They
                           to “Part 1 Choice” (page 9) and resolve                     gather around her and then move her out of the
                           any final player scenes.                                    fighting area, beyond your reach. Resources +1
                        Failure: You do your best to follow behind,                    Failure: In the chaos of the night, you lose
                        but you are gradually separated from Brightlady                Brightlady Ralanat and Zinden.
                        Ralanat and Zinden.
                                                                                 2. Try to figure out where they plan to leave the ravine
                  2. Suggest that you’ll fare better if you split up and meet       and then find your own way there?
                     later? Path Envoy Ideal Potential                               Path Hunter Ideal Potential
                      Attribute +1 Presence Skill +1 Persuasion                      Ideal Self-Mastery Skill +1 Deduction
                     Make a DC 10 Persuasion test.                                  Make a DC 10 Deduction test.
                        Success: Brightlady Ralanat nods in agreement,                 Success: You search the ridges of the ravine and
                        eyes wide at the carnage around her. She shouts                spy a likely escape point. As you arrive, you see
                        instructions to you over the din, but all you catch            Brightlady Ralanat and Zinden rendezvous with
                        are the words, “Find me in the warcamps!”                      a group of enemy soldiers. They escort the two
                         Resources +1                                                  beyond your reach. Resources +1
                         Goal “Deliver Brightlady Ralanat’s bag.”                      Failure: The clamor of battle presses around you,
                        Failure: Brightlady Ralanat starts to disagree                 and you lose your quarry.
                        with your assessment when an arrow slams into
                                                                                 3. Decide to abandon the hunt and aid the injured
                        her chest. She collapses as a flurry of arrows
                                                                                    civilians? Path Scholar Ideal Remembrance
                        forces you to take cover. When the barrage lets up,
                                                                                     Ideal Freedom Attribute +1 Intellect
                        Ralanat and Zinden are nowhere to be found.
                                                                                     Skill +1 Medicine
                                                                                    Make a DC 10 Medicine test.
                  Gain:
                   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                                     Failure: You find yourself among the civilians,
                  between hogshide leather covers.                                     tending to arrow and spear wounds. It is long,
                  Every player should have completed a scene                           hard, exhausting work.
                  and you should proceed to part 2 (page 24). If any
                  players have not completed a scene, return to “Part 1          Brightlady Ralanat was acting suspiciously. Do
                  Choice” (page 9) and resolve any final player scenes.          you plan to…
                                                                                 1. Investigate her actions for the Kholins when you
                  D4                                                                arrive at the Shattered Plains? Path Leader
                                                                                     Ideal Truth Skill +1 Leadership
                  Attribute +1 Speed or Intellect
                                                                                     Goal “Investigate Ralanat’s Actions.”
                    You wait until Brightlady Ralanat and Zinden are focused     2. Sell this information to further your own goals?
                    on escaping before you tail them from a distance.               Path Agent Ideal Secrecy Skill +1 Insight
                        The pair weaves between the tents, following a              Goal “Find a buyer for Ralanat’s secret.”
                    circuitous path to the northern edge of the ravine. While
VINCENT DUTRAIT
                    a more direct path would be quicker, they avoid the most     Gain: Resources +1
                    congested areas of the camp. Even when they come across      Every player should have completed a scene and you
                    skirmishes, the attacking soldiers avoid engaging with the   should proceed to part 2 (page 24). If any players
                    brightlady and her retainer, letting them pass unaccosted.   have not completed a scene, return to “Part 1 Choice”
                        Something about this whole situation stinks.             (page 9) and resolve any final player scenes.
                                                                                                                Part 1: Alethi Ambush       23
                                                                      Part 2
                               A Night in the Ravine
     Once all the individual scenes in part 1 have resolved,              How do you respond as the tide of battle turns?
     the characters start part 2.                                         Provide the following options to the players and have
                                                                          them each narrate their success or failure, describing
     Running Part 2                                                       how they affect the caravan and the people around them.
     Brightlord Resi, a powerful noble with Shards, near-                 For every success, record Resources +1 .
     mythical weapons and armor, arrives and destroys any                 1. Say inspiring words to the troops. Path Envoy
     organized resistance from the Kholin caravan. After his                 Ideal Secrecy Make a DC 12 Persuasion test.
     humiliation in the dueling arena on the Shattered Plains,
                                                                          2. Take the injured to cover for safety. Path Scholar
     he seeks revenge against his opponent—Highprince
                                                                             Ideal Remembrance Make a DC 12 Medicine test.
     Dalinar’s older son, Adolin Kholin.
        During this scene, the players describe how their                 3. Loot the fallen attackers for valuables. Path Agent
     characters react to the changing situation, introducing                 Ideal Potential Make a DC 12 Thievery test.
     more narrative roleplaying aspects to the game.                      4. Rally troops and push forward to break the spirit
        After Resi leaves, the players describe how their                    of the attackers. Path Leader Ideal Tenacity
     characters rally and tend to the survivors. This section                Make a DC 12 Leadership test.
     introduces an endeavor, a type of scene where
                                                                          5. Step in the way of an attacker trying to skewer a
     characters make a series of skill tests contributing
                                                                             Kholin caravan soldier. Path Warrior
     toward a communal goal.
                                                                              Ideal Protection Make a DC 12 Heavy Weaponry
        In the morning, the characters gather around
                                                                             or Light Weaponry test.
     the breakfast fire, and each player establishes their
     character’s culture, ancestry, and character relationships.          6. Check fallen enemies to make sure they aren’t
                                                                             preparing a trap. Path Hunter
      Mechanics Checkpoint                                                    Ideal Self-Mastery Make a DC 12 Insight test.
      ◆   No attribute can be raised above 3 at character                 Once every player has had an opportunity to make a test
          creation. If any are above 3, players should reduce             and describe their character’s actions, read the following:
          them to 3.
      ◆   Players should add points to attributes until they have              Above the din, a wordless battlecry rings across the
          a total of 9. (Characters will have a total of 12 points             chasm. All eyes turn to see an imposing figure, clad in
          spread among attributes at the end of the adventure.)                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
     The Caravan Rallies                                                       bellow once more, launching themselves through the air.
     When you and the players are ready to begin, read or                         Their hulking form blots out what remains of the
     paraphrase the following:                                                 daylight as they land amid the remaining Kholin caravan
                                                                               soldiers, scattering them like cremlings before a
       Despite the initial shock of the ambush, the soldiers of                chasmfiend. The warrior stalks forward with supreme
       House Kholin are well trained. The remaining troops form                confidence, their Blade passing effortlessly through
       a tight line, re-collecting themselves and surging forward              bodies. Corpses with smoking eyes litter the ground. The
       like a stormwall crashing into the ambushers. Reorganized               Kholin caravan soldiers stand no chance against a full
       and reinvigorated, the tide of battle shifts in favor of the            Shardbearer in all their stormborn glory.
       blue-clad Kholin troops, and their enemies waver.
           Cheers go up among the Kholin caravan soldiers, their          This Shardbearer is a disguised Brightlord Resi.
       spirits buoyed as they mount a defense.                            Characters are not intended to fight Brightlord Resi—a
                                                                                                                                             KEVIN O’NEILL
                                                                          Shardbearer is more like a force of nature than a foe at
                                                                          this point in any character’s career.
24   Part 2A Night in the Ravine
 Roleplaying Brightlord Resi                                     downward in a vicious arc, cutting through the wooden
                                                                 wall with a single stroke. A low rumble quickly becomes a
 Characteristics: Vengeful, stubborn, imposing.                  cacophony as huge stones crash into the gorge.
 Goal: Humiliate Adolin by destroying the Kholin caravan.           “Run!” someone yells. Without mercy, rocks pulverize
 Appearance: Resi (REH-zee; he/him) is a physically              the caravan’s last defenders. Painspren erupt from the
   imposing figure, due to his full set of the highprince’s      ground, latching onto any Kholin caravan soldiers who
   Shards. While he typically wears yellow Shardplate, it is     didn’t perish in the brutal trap.
   currently painted black to disguise his presence.
 Resi is a battle-tested, lighteyed warrior who bears the
                                                               Do you…
 title of Thanadal’s Royal Defender along with all the
 privileges that rank affords. He is not one to take a loss    1. Drag a fallen merchant out of harm’s way?
 lightly, even when the stakes are low, and he will exact         Ideal Remembrance
 a heavy penalty on anyone he believes has wronged             2. Focus on escaping, despite the many injured people
 him or his liege. Resi believes he can exact vengeance           around you? Attribute +1 Willpower
 while maintaining plausible deniability for his role in
                                                               3. Sacrifice your own safety to cover a wounded soldier
 the attack. In the unlikely event that any witnesses
                                                                  who is about to get trampled in the chaos?
 survive, he can always claim the “border skirmish” was a         Ideal Protection
 misunderstanding. Violent clashes between princedoms
                                                               4. Call out to the panicked survivors and lead them to
 are all too common in Alethi culture.
                                                                  safety? Ideal Freedom
Provide the following options to the players and have
them narrate their characters’ actions.                        Once each player has described how their characters
                                                               react, read or paraphrase the following:
Do you…
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.
                                                               Most of the small Kholin soldier contingent guarding the
      Success: The attacker stands in Stonestance. The
                                                               caravan are dead, as are many of the civilian travelers.
      armor looks like it’s been painted over—you can
      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
Once each player has described how their characters
react, read or paraphrase the following:
 The armored warrior leaps once again, Shardblade
 pointed skyward, their Shardplate propelling them
 towards their destination—a rough-hewn wall built atop
 the cliff at the northern edge of the canyon. They slash
     Survive the Night                                               This is a good place to raise the stakes, as described
                                                                     in the “Raising the Stakes” section.
     After the characters react to Brightlord Resi’s exit, read    Scavenging Supplies. Scattered among the dead are
     or paraphrase the following:                                    supplies for arming civilians, securing the camp, or
                                                                     simply surviving until dawn. A character could try to
       Left for dead, you and any others must last through the
                                                                     determine what armor and weaponry are still usable
       night. The few survivors eye each other warily, and there
                                                                     (DC 12 Light Weaponry or Heavy Weaponry
       is open talk about everyone going their separate ways.
                                                                      Path Warrior Ideal Protection ), find food and
       You must rally the survivors, tend to the wounded, and
                                                                     water in the barren chasm (DC 12 Survival
       reestablish the camp if you don’t want what remains of
                                                                      Path Hunter Ideal Self-Mastery ),
       this caravan to fall apart.
                                                                     or build shelter for the survivors (DC 12 Crafting
                                                                      Path Leader Ideal Tenacity ).
     This next scene is an endeavor, a scene type described
                                                                   Healing the Wounded. There are many wounded
     in chapter 12 of the Stormlight Handbook. An endeavor
                                                                     among the survivors. Healing them requires medical
     allows characters to work toward a defined objective
                                                                     training (DC 12 Medicine Path Scholar
     while combining roleplay and skill tests to determine the
                                                                      Ideal Remembrance ), a steady hand (DC 12
     outcome. During endeavors, time flows at whatever pace
                                                                     Discipline Path Warrior Ideal Truth ),
     best fits the story. This endeavor represents a montage of
                                                                     or careful assessment of those whose
     how each character organizes and leads the survivors.
                                                                     wounds aren’t merely physical (DC 12
     Running the Endeavor                                            Insight Path Envoy Ideal Secrecy ).
                                                                   Scouting for Enemies. Scouting the surrounding area
     Ask the players how each PC contributes to rallying the         could help to ensure everyone’s safety. A character
     survivors and preparing for a night in the ravine. If a         might have to climb up the ravine walls (DC 12
     player is unsure what to do, you can offer suggestions          Athletics Path Warrior Ideal Freedom ), sneak
     from the “Fighting for Survival” section.                       carefully to avoid being detected (DC 12 Stealth
         If the PC picks an action similar to those described in      Path Agent Ideal Secrecy ), or use their keen
     “Fighting for Survival,” have them make the suggested           vision to spy approaching enemies (DC 12 Perception
     DC 12 skill test and mark the suggested Ideal and path.          Path Hunter Ideal Justice ). This is a good
     If they take an approach not on the list, see “Other            place to raise the stakes, as described in the “Raising
     Approaches” for what skill to test and what to mark.
                                                                     the Stakes” section.
     If the character succeeds, narrate how the character’s
     actions contribute toward accomplishing the goal, and         Other Approaches
     mark a success on the tracking sheet in the “Survive the      If players suggest unique approaches to complete the
     Night Endeavor Tracking” section. If they fail, describe      endeavor, first, select the appropriate skill for them to
     how they falter or make the situation worse and mark a        roll. The DC for the test is 12, and if the action is risky,
     failure on the tracking sheet.                                raise the stakes as described in “Raising the Stakes.” As
         Resolve each player’s description and roll before         shown in the example approaches, every test gives both
     moving on to the next player, and make sure every             a path and Ideal. Use appendix B to choose a path and
     player contributes once before any player contributes a       Ideal for the player’s unique approach and record the
     second time.                                                  path and Ideal in the tracking sheet.
         For this endeavor, if the characters achieve 6                For example, if a player states their character
     successes before 4 failures, they succeed on the              wants to rig their warming fabrial to remain active all
     endeavor; otherwise they fail. The results are described      night long, have them roll a DC 12 Crafting test. To
     in the “Resolving the Endeavor” section.                      determine the Ideal and path, ask probing questions as
                                                                   to why they chose this approach instead of another, or
     Fighting for Survival
                                                                   how they accomplish this approach. The player might
     Possible approaches for this endeavor include the
                                                                   respond that their character aims to avoid physical risk
     following:
                                                                   to themself while ensuring the comfort of the survivors.
     Rallying Survivors. The surviving Kholin caravan              You might note Scholar and Protection for that player on
       soldiers, merchants, and chull herders are shocked          the tracking sheet.
       and leaderless. A character could organize and order
       survivors to help (DC 12 Leadership Path Leader             Raising the Stakes
        Ideal Potential ), convince them to help (DC               During this endeavor, introduce the players to raising
       12 Persuasion Path Envoy Ideal Freedom ),                   the stakes, which involves Opportunities, Complications,
       or force them to help under a veiled threat (DC 12          and the plot die (described in the introduction of the
       Intimidation Path Warrior Ideal Justice ).                  Stormlight Handbook).
26   Part 2A Night in the Ravine
   When a test is risky, tense, or critical to the plot,
you can tell a player to “raise the stakes.” When
                                                                       Resolving the Endeavor
                                                                       The characters succeed on this endeavor by reaching 6
they make their test, they additionally roll a special die
                                                                       successes before 4 failures.
called the plot die. The plot die has six sides with the
following symbols:                                                           Success. The characters survive the night and
                                                                             awake with renewed hope. Every PC gains the
                                                                             Determined condition and can choose one
    1           2         3           4           5           6              expertise from the list in appendix C.
                                                                              Expertise Chosen expertise
                                                                             The party gains Resources +1 for each PC.
    2           4
                                                O O                     Determined Condition
                                                                        When you fail a test while Determined, you can add an
Note that you can use a regular six-sided die, matching
                                                                        Opportunity to the result. After you choose to do so,
the number with the symbol in the image. The symbols
                                                                        remove the Determined condition.
mean the following:
◆   No symbol: The plot die has no effect.                                   Failure. The characters survive the night, but
◆       : The character gains an Opportunity.                                several survivors succumb to their wounds, and
◆       : The character gains a Complication and adds +2                     others have deserted the group, taking valuable
    to their test.                                                           supplies. The party loses Resources −1 for
◆       : The character gains a Complication and adds +4                     each PC. In addition, the poor sleeping conditions
    to their test.                                                           mean every character gains the Exhausted [−1]
Characters can gain an Opportunity or Complication                           condition.
regardless of whether they succeed or fail on the test, as
these represent side effects.                                           Exhausted Condition
Opportunities and Complications                                         While Exhausted, characters subtract the number in the
Gaining an Opportunity means a player applies                           brackets from every test they make. The next full night of
a beneficial side effect to the test, and gaining a                     sleep, the character reduces their Exhaustion penalty by 1.
Complication means the GM applies a negative
side effect to the test. Some example Opportunity
and Complication effects are listed in the Survive the
Night table.
                                                                       Around the
   Let your players know that when they roll the d20 for               Breakfast Campfire
a test, they gain an Opportunity if they roll a 20, and a              As the characters gather for the new day, some meet
Complication if they roll a 1.                                         each other for the first time.
Survive the Night                                                      Cultures
 Result             Example                                            In the Cosmere RPG, characters choose up to two
 Opportunity        A cultivationspren takes interest in a character   cultures that represent the society (or societies) in which
                    who took the approach “Healing the Wounded.”       they were raised or have spent time. If your players are
 Opportunity        One of the NPCs feels indebted toward the          familiar with Roshar, have each player declare one of
                    characters.                                        their cultures now, which they gain as an expertise.
 Opportunity                                                            Expertise Chosen culture
                    Resources +1
                                                                          Otherwise, have the characters pick an item from the
 Complication       A character takes a minor wound in their strug-    Cultural Items table, gaining the associated culture as
                    gle against the elements. When they calculate      an expertise. Expertise Chosen culture For more
                    health in part 3, they take 1 damage, reducing     information about these cultures, see appendix C.
                    their current health by 1.                            All characters then find an item from their culture
 Complication       Resources −1                                       among their belongings. If the character gained a
                                                                       culture from a previous event, the player can choose an
 Complication       A character is overwhelmed by attempting to
                                                                       associated item from either culture.
                    bring order to this chaos. When they calculate
                                                                          Gain: Equipment Cultural item
                    focus in part 3, they lose 1 focus.
                                                                                                 Part 2A Night in the Ravine          27
     Cultural Items                                               Character Relationships
      Culture         Item                                        The characters have gone through quite a bit together,
     Alethi           Training medal                              from weeks on the road to the ambush they survived
     Azish            Book on law                                 the day before. Go around the table once and ask each
                                                                  player to pick one of the prompts from the Prompts table
      Herdazian       Sparkflicker
                                                                  to establish their relationships.
      Iriali          Crafting tools or art gear                     They should read the prompt aloud, and then one
      Kharbranthian   Reference book                              other player should provide an answer based on their
      Natan           Nautical maps                               character. Both players should build on each other and
                                                                  must agree on the connection they establish.
      Reshi           Keepsake from an island trip
     Shin             Simple clothing in muted brown              Prompts
     Thaylen          A seashell lucky charm                       d10   Relationship Prompt
      Unkalaki        Chicken (goose) feather                       1    You don’t trust me. What surreptitious act did you witness
      Veden           A Vorin glyphward                                  me doing?
      Wayfarer        Bedroll                                       2    I had a moment of vulnerability with you on the road. What
                                                                         caused it, and why could you relate?
                                                                    3    You have either woken up early with me or stayed up late
     Appearance and Ancestry                                             with me. What have we learned about each other?
                                                                    4    By coincidence, I have a friend or family member in
     Go around the table and have the players each introduce
                                                                         common with you. Who is our mutual connection? How did
     their character by name and describe their general
                                                                         I find this out?
     appearance. Name Character’s name
      Appearance Character’s description                            5    You and I have butted heads. What was our argument
                                                                         about?
         In doing so, they should pick an ancestry, which
     represents which species—humans or singers—they’re             6    I am fast friends with you. What pastime have we enjoyed
     descended from. Ancestry Human or singer                            together on our travels?
         If a player is having difficulty coming up with a name     7    I have a controversial opinion about our caravan mates.
     or description for their character, they can take a look            Why do you agree with me? How have we communicated
     at the lists in the “Culture” section in chapter 2 of the           away from the others?
     Stormlight Handbook.                                           8    I find something about you or your life fascinating. What
                                                                         question of mine were you not ready to answer?
     Playing a Singer
     This adventure takes place roughly around the events           9    One night over dinner, I shared a cultural practice or family
     of Words of Radiance and before the Everstorm. If any               tradition. Did you already know the tradition? If not, what
                                                                         made you join in?
     players want to play a singer, they should choose the
     Listener cultural expertise and declare they are a singer.     10   I needed a small favor along the way. Why did I approach
      Expertise Listener If they do, their cultural item is              you specifically, and what did I ask you for?
     a piece of chitin from a chasmfiend, a monstrously large
     crustacean predator native to the Shattered Plains.
                                                                  Once character relationships have been established, go
        Gain: Equipment Piece of chasmfiend chitin
                                                                  to part 3 (page 30).                                                   VINCENT DUTRAIT
28   Part 2A Night in the Ravine
                                         Alethi      Azish
                                        Herdazian   Thaylen
DARKO STOJANOVICH AND JULIA MADDALINA
                                         Veden      Unkalaki
                                                    Part 2A Night in the Ravine   29
                                                              Part 3
                                          The Stranger
     When the characters are ready to break camp,
                                                                    Mechanics Checkpoint
     begin part 3.
                                                                    ◆    No attribute can be raised above 3 at character
     Running Part 3                                                      creation. If any are above 3, players should reduce
     After dividing supplies, the characters leave the                   them to 3.
     survivors in the hands of a sturdy veteran named Velin.        ◆    Everyone should add or remove attribute points until
     They strike out to find help, and after a short journey,            they have an exact total of 12, the total number of
     they come across a lone Shin traveler harried by feral              points for a level 1 character.
     axehounds—wild, carapace-covered predators. This               ◆    Record several character statistics:
     begins a combat encounter where the characters must
                                                                         ◆   Physical Defense 10 + Strength + Speed
     fight or scare off the beasts.
        After the combat, introduce them to Taszo, the Shin              ◆   Cognitive Defense
     traveler. Taszo is a key character in the Stonewalkers                  10 + Intellect + Willpower
     adventure. The First Step offers options for continuing             ◆   Spiritual Defense
     the story with the Stonewalkers adventure or with your                  10 + Awareness + Presence
     own custom adventure.
                                                                         ◆   Health 10 + Strength
        There are two mechanics checkpoints in this chapter.
     The first one follows next and prepares each character              ◆   Movement Rate 20 feet (Speed 0),
     for combat. The second mechanics checkpoint is at the                   25 feet (Speed 1–2), 30 feet (Speed 3)
     end of the adventure and finalizes each character.                  ◆   Focus 2 + Willpower
                                                                         No skill can have ranks above 2 at character creation. If
     Character Statistics
                                                                    ◆
                                                                         any skill has more than 2 ranks, players should reduce
     Based on a character’s final choice of attribute points,            that skill to 2 ranks.
     they will have different derived character statistics. The     ◆    Everyone should add or remove ranks to skills until they
     following statistics are important for the upcoming battle:
                                                                         have a total of 4 skill ranks.
     Defenses represent a character’s resilience against
       attacks, coercion, and other unwanted effects. The          If the characters succeeded on the Survive the Night
       higher the defense, the harder it is for opponents to       endeavor, remember to apply the Determined condition
       succeed on skill tests against the character. There         to each PC. If they failed, apply the Exhausted [−1]
       are three types of defenses: Physical, Cognitive, and       condition to each of them.
       Spiritual.
     Health is a resource that represents a character’s            A New Day Begins
       stamina and resistance to minor injuries. When
                                                                   When everyone is ready to begin, read or paraphrase the
       a character is reduced to 0 health, they sustain
                                                                   following:
       injuries or die.
     Focus is a resource representing mental resolve and               At dawn, Velin, the de facto captain of the remaining
       ability to perform complex maneuvers. Focus is spent            Kholin caravan soldiers, approaches you and takes stock
       to fuel character abilities and resist influence.               of the tattered remnants of the caravan. Plumes of dusty
     Movement rate determines how fast your character can
                                                                       brown exhaustionspren spiral around him.
       move in tense situations such as combat.
                                                                           “Most are in bad shape,” he growls, gesturing at the
     See chapter 3 of the Stormlight Handbook for detailed             survivors. “And it’ll take a week to shift those boulders.
     descriptions of these statistics.                                 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 the characters accept this mission from Velin, one or           3. Water is the least you can leave, but it’s something.
                all of them gain Goal “Send help to the caravan.”                     Ideal Potential Path Leader Path Warrior
                Read or paraphrase 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 Characters
                 Stonewalkers.                                                     Once the characters have decided what, if anything, they
                                                                                   leave for the other survivors, they can equip themselves.
                If the characters don’t accept Velin’s mission, read or            Use the Available Resources table in appendix A to
                paraphrase 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 a group has accrued 9 Resources
                  armed and there’s enough for those of us staying behind.”        at this point in the adventure, roll ten times on the
                                                                                   Common Items table, six times on the Uncommon
                                                                                   Items table, and twice on the Rare Items table.
                 Roleplaying Velin
                                                                                       Once you have generated the list of scavenged items,
                 Characteristics: Wise, no-nonsense, generous.                     players are encouraged to discuss who should have each
                 Goal: Get the caravan survivors to safety and report what         piece of equipment. It’s not intended for each character
                   happened.                                                       to have the same amount of equipment to start. Use the
                 Appearance: Velin (VEH-lin; he/him) is an Alethi human            item entries in appendix A to record the statistics for
                   with weather-beaten skin, graying hair, and piercing            any items the characters gained here or earlier in the
                   green eyes. A grizzled veteran of many trips across the         adventure. (Chapters 3 and 7 of the Stormlight Handbook
                   Shattered Plains, he wears the knee-length coat he was          have rules for weapon and armor expertises, but you
                   issued when he was a soldier in the Kholin army.                should ignore these expertises until you finish The
                                                                                   First Step.)
                 Velin is a lighteyes of the eighth dahn, retired from military        Gain: Equipment Scavenged equipment
                 service. He is a committed defender of the chulls, wagons,
                 and travelers he serves. Despite his gruff exterior, he is        Wearing Armor
                 well-loved by those in the caravan.                               If any of the characters put on armor, they
                                                                                   might gain a deflect value (see “Making an
                                                                                   Attack”). For now, find the armor’s deflect
                Managing Resources                                                 value in appendix A and have characters record
                The characters can leave equipment for the survivors,              that value. Deflect The armor’s deflect value
                but doing so reduces their Resources before they equip
                themselves. Have each character decide if they leave
                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 each character’s inventory, have each
     player roll on the Marks table to determine the number
     of marks they individually 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 the characters leave the caravan, read or
     paraphrase the following:
                                                                       Running a Combat
      You shoulder your packs and clamber over boulders, the           This scene is designed to be a simple introduction
       pink and purple tendrils of fingermoss retracting into their    to combat in the Cosmere RPG. The following is a
       shells as you search for handholds. Velin waves goodbye         summarized explanation of how to run combat. For
       from the ravine. By midday, you have left the caravan far       a full description of combat, see chapter 10 of the
       behind you.                                                     Stormlight Handbook. The upcoming “Fighting the
          The day stretches long as you travel through the             Axehounds” section describes the specific setup of
                                                                       this combat.
       barren landscape. Small rockbuds—hard-shelled plants—
       dot the side of the wagon track, and playful, translucent
       windspren dart between waving grasses.
                                                                       Combat Structure
          As night falls on your first day of travel, you hear a cry   The Cosmere RPG divides combat time into a series
       of alarm followed quickly by an ominous trumping.               of rounds. During each round, the PCs, enemies, and
                                                                       other participants each take one turn.
          A curly-haired man wearing grey robes lurches into
                                                                          Each round, all characters gain a reaction and choose
       view. Orange painspren like long-fingered hands claw
                                                                       to take either a fast or a slow turn. This choice grants a
       their way up his body toward his arm, which he cradles
                                                                       certain number of actions, which represent the many
       across his chest. Seeing your group, hope alights his face.
                                                                       things characters can do on their turn.
      “Help!” he cries, stumbling.
                                                                                                                                    AMIRUL HHF
          Behind him, several feral axehounds—six-limbed               Fast Turn. By choosing a fast turn, a character acts
       creatures—lope forward with frightening speed.                    quickly, but they only get two actions ( ) to use on
                                                                         their turn.
32   Part 3: The Stranger
Slow Turn. By choosing a slow turn, a character                 Use a Skill ( ). You use one of your skills to perform
  instead acts after any fast characters, but they get            challenging tasks around the battlefield—for
  three actions (      ) instead of two.                          example, you could make a Perception test to
Reactions. Characters use reactions (marked by )                  search the environment, a Stealth test to hide, or
  to respond to a specific event, known as a trigger, that        an Intimidation test to scare an enemy. This action
  happens on the battlefield. Each reaction describes             covers many creative tasks you might attempt.
  its specific trigger. Typically, a character uses a
  reaction on another character’s turn. At the start of         Reactions
  combat, unless the character is Surprised, they gain a        Characters can also use reactions. Encourage characters
  reaction, which they can use any time before the start        to use the following reactions:
  of their first turn. Each reaction lasts until the start of
                                                                Dodge ( ). Before an enemy targets you with an
  their next turn (or until they use it), and they gain a
                                                                  attack, you can use this reaction and spend 1
  new reaction at the start of each of their turns.
                                                                  focus to add a disadvantage (see “Advantage and
Characters can change their choice of fast or slow                Disadvantage”) to their attack test.
turn each round, and their decision doesn’t need to be          Reactive Strike ( ). When an enemy voluntarily
made at the start of the round. Encourage the players             leaves your reach, you can use this reaction and spend
to coordinate with each other. Each round of combat               1 focus to make a melee weapon attack against the
follows this sequence:                                            enemy’s Physical defense.
1.   Fast PC turns
2.   Fast NPC turns                                              Free Actions
3.   Slow PC turns
                                                                 Free actions (marked by ) follow the same rules as
4.   Slow NPC turns
                                                                 other actions, except they don’t use one of your available
Once every character has taken one turn, the round ends          actions. Unless a condition or other effect currently
and the next one begins. Repeat these steps until the            prevents you from taking actions, you can use an unlimited
combat is resolved.                                              number of different free actions on your turn.
Actions
                                                                The full list of common actions and reactions also
Each action can only be used once per turn unless
                                                                includes Aid, Avoid Danger, Banter, Brace, Drop,
stated otherwise. For this first combat, characters are
                                                                Grapple, Interact, Ready, Recover, and Shove. For more
encouraged to use the Disengage, Gain Advantage,
Move, Strike, and Use a Skill actions, described                advanced play, see the “Actions and Reactions” section
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.
  defense (Physical, Cognitive, or Spiritual). On a
                                                                Disadvantage. For each disadvantage affecting
  success, you gain an advantage (see “Advantage and
                                                                  the test, the GM chooses one die you’re about to
  Disadvantage”) on your next test against that enemy
                                                                  roll for your test. Roll two of the GM’s chosen die,
  that uses a different skill.
                                                                  then the GM chooses one of the two results to keep,
Move ( ). You move a distance up to your movement
                                                                  discarding the other with no effect.
  rate. You can use the Move action more than
  once per turn.                                                You can choose each die only once during a test. If you
Strike ( ). You attack using an unarmed attack or a             have two advantages or disadvantages, you’ll have to roll
  weapon you’re wielding against the Physical defense           copies of two different dice, instead of rolling three of
  of a target. You can use the Strike action more than          the same die. When a test is affected by both advantages
  once per turn, but each attack must use a different           and disadvantages, they cancel each other out on a
  hand. If you attack using your offhand, you must              one-to-one basis.
  spend 2 focus.
                                                                                                  Part 3: The Stranger        33
     Making an Attack                                                    Opportunities and Complications
     In this combat, most characters make attacks with the               Remember that Opportunities and Complications occur
     Strike ( ) action. All attacks follow these steps unless            when they show up on the plot die and when characters
     otherwise specified:                                                roll a natural 20 or a natural 1 on a d20.
     1. Choose your target.
     2. Roll the attack test and damage dice.                          Adversaries
     3. Resolve damage.                                                Adversary stat blocks include abilities and statistics for
     Choose Your Target. Each weapon has a defined                     adversaries. For a full description of each part of a stat
       reach. If you’re making a melee attack, your target             block, see the “Using Adversaries” section in chapter 13
       must be within your reach. If you’re making a ranged            of the Stormlight Handbook.
       attack, your target can be anywhere within the                  Axehound
       specified range.                                                Axehounds are a motley species of six-legged predators
     Roll the Attack Test and Damage Dice. Make a                      native to Roshar. The largest of them reach the height
       skill test against the target’s specified defense. For          of an average human waist. Axehounds have a smooth
       the Strike action, you target Physical defense, and             hide made of interlocking segments, fish-like tails,
       depending on your weapon, you usually use either                and feathery antennae. Their jaw and mandibles allow
       the Light Weaponry or Heavy Weaponry skill (see                 them to vocalize by “trumping,” which sounds like two
       appendix A). When you make the skill test, also roll            overlapping voices.
       the number of damage dice specified in the attack at
       the same time.
     Resolve Damage. The result of your skill test
                                                                       Axehound
                                                                       Tier 1 Minion – Small Animal
       determines how much damage you deal to the target.
       If the target has a deflect value, reduce the total                Physical			  Cognitive			 Spiritual
                                                                         str def spd int def wil  awa def pre
       damage by that number, then deal the remaining
                                                                          2    14  2  0   10    0  3    13    0
       damage to their health.
     ◆    Miss. If your test fails, you miss the target, dealing       Health: 12 (9–15)          Focus: 2             Investiture: 0
          no damage. (However, when this happens, you can              Movement: 40 ft.
          decide to graze them instead.)                               Senses: 40 ft. (smell)
     ◆    Graze. When you miss one or more targets, you can            Physical Skills: Agility +4, Athletics +4, Stealth +3
          spend 1 focus per target of your choice to instead           Spiritual Skills: Perception +5, Survival +4
          graze them. When you do, deal damage equal to the            Languages: none
          total rolled on the damage dice.
     ◆    Hit. If your test succeeds, you hit the target. Deal                                  Features
          damage equal to the total rolled on the damage dice +        Enhanced Senses. The axehound gains an advantage on
          your modifier for the skill you used for the test.           non-attack tests that rely on smell.
     ◆    Critical Hit. When you hit with an attack, you can
                                                                       Minion. The axehound’s attacks can’t critically hit, and
          find a weakness by spending an Opportunity          ,
                                                                       they’re immediately defeated when they suffer an injury.
          changing the hit into a critical hit. This maximizes
          the result of your damage dice against all targets of                                  Actions
          that attack: treat all damage dice as if they rolled their      Strike: Bite. Attack +4, reach 5 ft., one target. Graze: 2
          highest number.                                              (1d4) keen damage. Hit: 6 (1d4 + 4) keen damage, and if the
                                                                       target is Medium or smaller, the axehound can spend 1 focus
         Deflect Value                                                 to knock the target Prone, then move up to 10 feet while
                                                                       dragging the target behind them.
         Note that deflect only applies to the energy, impact, and
         keen damage types (see “Deflect” in chapter 3 of the            Pack Instincts. While within 5 feet of an ally, the
         Stormlight Handbook).                                         axehound can use the Gain Advantage action as ▷.
                                                                          On the Hunt. After an enemy within 30 feet of the
     For the purposes of The First Step, characters and NPCs           axehound falls Prone, the axehound moves up to 15 feet
     who are reduced to 0 health are rendered unconscious.
                                                                       toward them.
34   Part 3: The Stranger
                             Roleplaying
                             Taszo-son-Clutio
                             Characteristics: Duty-bound,
                               empathetic, inquisitive.
                             Goal: Protect Roshar by delivering
                               Taln’s Honorblade to Shinovar.
                             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 PCs—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.
                            Fighting the Axehounds
                            There are a number of axehounds equal to the number
                            of characters. For simplicity, Taszo does not have a stat
                            block: he takes fast turns only and attempts to flee. The
                            axehounds attack only the PCs.
                               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. Have the PCs choose
                            their locations in the southwest portion of the map.
                               When confronted, the axehounds leave Taszo and             1 square = 5 ft.
                            rush toward the characters.
                             Slowed and Prone Conditions                                 axehound’s Cognitive defense. If a character wants to
                                                                                         mimic the sound of a larger predator, they could make a
                             While Slowed, your movement rate is halved.
                                                                                         Deception test against the axehound’s Spiritual defense.
                                While Prone, you are lying flat on the ground. While
                             Prone, you are also Slowed and melee attacks against you     Raising the Stakes
                             gain an advantage. You can stand and end this condition
                             as ▷. After you do, your movement rate is reduced by 5       As GM, you choose when to raise the stakes on a skill
                             until the start of your next turn.                           test, prompting the player to include the plot die in their
                                                                                          roll and signaling this test is important to the story. This
                                                                                          doesn’t reflect how hard a test is—that’s what advantages
                            Battlefield Effects                                           and disadvantages are for. Raising the stakes is a tool for
                            During the battle with the axehounds, the following           you to use to create dynamic, exciting, and unpredictable
                            effect is active:                                             moments in your games
                               Skittish Predators. When startled by loud sounds
                            or intimidated by competent prey, the axehounds
EDUARDO NONATO CAVALCANTE
                            reconsider their attack. Share this information if a PC      Aftermath
                            gains an Opportunity, or if they Use a Skill ( ) and         The battle ends in success at the end of the second
                            succeed on a DC 8 Lore, Survival, or Insight test.           round or if half or more of the axehounds are reduced to
                               A character can Use a Skill ( ) to intimidate or          0 health. On a success, any surviving axehounds see they
                            scare off the axehounds; when they do, ask the player to     are overmatched and flee into the darkness.
                            describe how they attempt to do so. The DC of this skill        Otherwise, the battle ends in a loss if half or more of
                            test is equal to the axehound’s most relevant defense. For   the PCs are reduced to 0 health. Read or paraphrase the
                            example, if a character wants to shout at the creatures      following to explain how Taszo scares
                            to leave, they make an Intimidation test against the         the axehounds away:
                                                                                                                             Part 3: The Stranger        35
  Despite your best efforts, you are beaten back by the              “I recognize that this is a great, great imposition,” he says
  axehounds. The creatures turn to their original prey,               earnestly, “but these lands hold such danger.” His eyes
  closing in on the Shin man. With a burst of panicked                meet yours and his voice lowers. “My fallen brothers and I
  energy, the man leaps to his feet, screaming and waving             were on a journey of utmost importance to the Shattered
  his uninjured arm wildly. The axehounds pause, and                  Plains. I am duty bound to complete this task, which I
  then—wary of their prey’s newfound energy—they retreat              cannot do if I am eaten by axehounds. I have marks. I
  into the darkness, looking for an easier meal. After a beat,        would like to hire you as bodyguards.”
  the man, breathing heavily, collapses to his knees.
                                                                     Shin Stone Shamans
After either outcome, continue reading:
                                                                     In Shinovar, a far-western isolationist nation, a group
  After a few moments, the curly-haired man looks to you,            called the Stone Shamans (or the Shamanate) oversees
  holding his arm gingerly.                                          laws, culture, and religion.
     “I am grateful for your intervention,” he says in
  heavily accented Alethi. “You have my thanks. Please call      If the characters accept Taszo’s offer, they travel with
                                                                 Taszo in search of Taln’s Honorblade in the Stonewalkers
  me Taszo.”
                                                                 adventure. The characters must each have one goal
                                                                 related to traveling with or helping Taszo that represents
If you’d like to connect this story to the Stonewalkers
                                                                 their connection to his storyline. See “Adventure Goals”
adventure, continue with the “Stonewalkers Adventure”
                                                                 in the introduction to Stonewalkers. Modify goals as
section. Otherwise, see the “Adventure Hooks” section.
                                                                 needed to align with your story in The First Step. When
                                                                 finished, proceed to the “Conclusion” section.
Stonewalkers Adventure
If you plan to continue to the Stonewalkers adventure,           Adventure Hooks
Taszo tells the characters that he and his companions, a
                                                                 If your players do not wish to play the Stonewalkers
group of Stone Shamans from Shinovar, were attacked
                                                                 adventure, and the characters succeeded in the battle,
by assassins on the road a few days ago. Now, he is
                                                                 Taszo thanks them for their help and gives the party all
alone. He concludes by saying the following:
                                                                 the marks he can spare. Gain: Marks 10 marks
                                                                     Taszo can be used as a quest-giver for your own
                                                                 adventures or simply as a friendly NPC. If you are
                                                                 looking for further adventure hooks, here are some ideas:
                                                                 ◆    Tell the Kholins about Brightlady Ralanat’s betrayal.
                                                                 ◆    Bring the murderous Shardbearer to justice.
                                                                 ◆    Discover why the Thanadal troops attacked.
                                                                 Players can choose a relevant goal for their characters,
                                                                 possibly from one of the above bullets. Once done, proceed.
                                                                 Conclusion
                                                                 The adventure is complete! Having survived the
                                                                 ambush, rallied survivors, and made contact with Taszo-
                                                                 son-Clutio, the characters have finished The First Step.
                                                                    Tally up the results from each player’s choices and
                                                                 then go around the table revealing which heroic path
                                                                 and Radiant path their character’s actions align with.
                                                                 Players can read through appendix B to learn the basics
                                                                 of their path.
                                                                 Paths and Talents
                                                                                                                                     DARKO STOJANOVICH
                                                                 To complete this step, use chapter 4 in the Stormlight
                                                                 Handbook, which includes a full description of all heroic
                                                                 paths. Each path consists of a tree of talents and a
                                                                 starting skill. Talents grant a benefit or new ability.
                 Each player should choose one heroic path as their
              starting path (whether the recommended one or
              something else). The character’s chosen path has a key
              talent, which the player should add to their character
              sheet. Path Starting path Talent Key talent
              The 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.
              Ancestry Talents
              Once they’ve chosen their starting path, the next
              step depends on the character’s chosen ancestry. For
              characters with a human ancestry, players must choose
              one more talent. This talent can be from the same heroic
              path, or they can start a second heroic path from chapter
              4 of the Stormlight Handbook. (Characters who start a
              second path don’t gain an additional starting skill from
              that second path.) Talent Second talent
                 If any players are playing singer characters, they
              instead gain the Change Form (Singer Key) talent along
              with one bonus talent connected to it. See chapter 2 of
              the Stormlight Handbook. Talent Change Form
               Talent Singer bonus talent
              Radiant Paths
              Radiant paths are unlocked at level 2. Knowing which
              Radiant order a character identifies with can aid the
              player when roleplaying so they form a bond with an
              appropriate spren. See “Attracting a Spren” in chapter 5
              of the Stormlight Handbook.
               Mechanics Checkpoint
                                                                               Purpose and Obstacle
                                                                               Finally, reflecting on the events of The First Step, players
               ◆   No attribute can be raised above 3 at character             should define their character’s purpose and obstacle. A
                   creation. If any are above 3, players should reduce         character’s purpose is what drives them, what defines
                   them to 3.                                                  them, and what inspires them to the lofty goals of the
               ◆   Each PC should have exactly 12 points in attributes.        adventures ahead.
               ◆   Each PC should have two cultural expertises plus one           Their obstacle, on the other hand, is a flaw that
                                                                               stands in the way of their purpose. This could be pride,
                   additional expertise per point of Intellect (see appendix
                                                                               impulsiveness, greed, or anything else that keeps them
                   C for some examples).
                                                                               from their full potential. See chapter 8 of the Stormlight
               ◆   Each PC should have 5 skill ranks, no skill should have     Handbook for more guidance on defining both.
                   ranks above 2, and one rank must be in their heroic             Purpose Chosen purpose
                   path’s starting skill.                                          Obstacle Chosen obstacle
               ◆   Record several character statistics (see chapter 3 of the
                   Stormlight Handbook):                                       Next Steps
                   ◆   Recovery die 1d4 (Willpower 0),                         Each player should have a complete level 1 Cosmere
                       1d6 (Willpower 1–2), 1d8 (Willpower 3)                  RPG character. If any player is unhappy with the
                                                                               character they built—let them change it. Alternatively,
                   ◆   Senses range 5 ft. (Awareness 0),
                                                                               let them go through the regular character creation
                       10 ft. (Awareness 1–2), 20 ft. (Awareness 3)
                                                                               process with their fuller understanding of the game.
                       Lifting capacity 100 lb. (Strength 0),
ASHLEY COAD
                   ◆
                                                                                   However it shakes out, we hope your players
                       200 lb. (Strength 1–2), 500 lb. (Strength 3)            enjoy The First Step and are ready to embark on epic
               For full explanations about the recovery die, senses, and       adventures in the world of Roshar.
               lifting capacity, see chapter 3 of the Stormlight Handbook.         Remember—journey before destination.
                                                                                                                 Part 3: The Stranger         37
                                                           Appendix A
                                                     Equipment
     Available Resources                                         Uncommon Items
       Resources             Common       Uncommon    Rare        d12   Item
           0                   5               3       0           1    Axe
           1–3                 6               4       1          2     Book (reference)
           4–6                 8               5       1          3     Clothing (fine)
           7–9                 10              6       2          4     Longsword
           10+                 12              7       3          5     Mace
                                                                  6     Musical Instrument
                                                                  7     Poison (effectual, 1 dose)
                                                                  8     Poleaxe
     Common Items
                                                                  9     Shortbow
     d20    Item
                                                                  10    Sidesword
      1    10 sheets of paper and 1 bottle of ink
                                                                  11    Surgery kit
      2     Blanket
                                                                  12    Tuning fork
      3     Bottle (glass)
      4     Flint and steel
      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
38   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
                                                                                       Improvised Weapons
                Javelin                    1d6 keen               Melee
                                                                                       When you attack with an improvised weapon, the GM
                Knife                      1d4 keen               Melee                decides which non-special light or heavy weapon it is
                Mace                       1d6 impact             Melee                most similar to. Make the attack as though with that
                Rapier                     1d6 keen               Melee                weapon, adding the following trait:
                Shortspear                 1d8 keen               Melee                Fragile. When you attack with this weapon, the GM
                Sidesword                  1d6 keen               Melee                  can spend a Complication to cause it to break after
                                                                                         the attack is resolved.
                Staff                      1d6 impact             Melee
                Shortbow                   1d6 keen               Ranged [80/320]
                                                                                       Unarmed Attacks
                Sling                      1d4 impact             Ranged [30/120]
                                                                                       Unarmed attacks add the following unique traits:
                Heavy Weapons (Heavy Weaponry Skill)                                   Always Available. Unarmed attacks don’t count as
                                                                                         weapon attacks, but they are melee attacks intrinsic
                Type                       Damage                 Range
                                                                                         to each character. You don’t have to be holding a
                Axe                        1d6 keen               Melee                  weapon to make an unarmed attack, and you can’t
                Greatsword                 1d10 keen              Melee                  be disarmed of your unarmed attacks. You can make
                Hammer                     1d10 impact            Melee                  an unarmed attack even if each of your hands is
                                                                                         holding something, but if your second Strike on a
                Longspear                  1d8 keen               Melee [+5]
                                                                                         turn is an unarmed attack, it follows the rules for an
                Longsword                  1d8 keen               Melee                  offhand attack.
                Poleaxe                    1d10 keen              Melee                Strength Training. When you make an unarmed
                Crossbow                   1d8 keen               Ranged [100/400]       attack, its damage die is based on your Strength
                                                                                         score, as shown on the Unarmed Damage table.
                Longbow                    1d6 keen               Ranged [150/600]
                                                                                       Unarmed Damage
                Other Weapons
                                                                                        Strength   Unarmed Damage
SAMI RYTKÖNEN
                Type               Skill                 Damage                Range
                                                                                          0–2      1 impact (no die roll)
                Improvised         Same as similar       Same as similar       Melee
                Weapon             weapon                weapon                           3–4      1d4 impact
                Unarmed            Athletics             Unique                Melee
                Attack
                                                                                                                            Appendix A: Equipment   39
                                                                     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.
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                                                                        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      41
                                      Tracking Sheet
                                            The First Step Character Tracking
Names
Heroic
Paths            Player 1            Player 2              Player 3              Player 4                  Player 5    Player 6
Agent
Envoy
Hunter
Leader
Scholar
Warrior
     Ideals             Player 1           Player 2             Player 3             Player 4               Player 5   Player 6
Freedom
(Willshaper)
Justice
(Skybreaker)
Potential
(Elsecaller)
Protection
(Windrunner)
Remembrance
(Edgedancer)
Secrecy
(Lightweaver)
Self-Mastery
(Dustbringer)
Tenacity
(Stoneward)
Truth
(Truthwatcher)
                                                       Resources Tracking
                                     Resources Start with one per character. Resources never go below 0.
                                          Survive the Night Endeavor Tracking
                             Successes                                                                 Failures
                                   the first step tracking sheet | © 2025 brotherwise games
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