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Stormlight RPG First Step

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0% found this document useful (0 votes)
2K views45 pages

Stormlight RPG First Step

Uploaded by

Nathan Dooley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The First Step ™

A Level Zero Stormlight ™ Adventure


for the Cosmere® Roleplaying Game
cosmere
roleplaying ga me

The Cosmere® RPG was created by Brotherwise Games and Dragonsteel Entertainment.

Executive Producer: Brandon Sanderson Cosmere RPG Lead Team


Producers: Isaac Stewart and Dan Wells
Lead Designer: Andrew Fischer
Creative Director: Johnny O’Neal
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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
permission of Dragonsteel Entertainment, LLC.

Plotweaver™ Game System © 2025 Brotherwise Games, LLC.

ISBN: 978-1-966528-05-0
First Printing (v1.01)
Printed in China
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


Step Into the World of Roshar!
Ordinary people must rise and become heroes in this unique
adventure for the Cosmere® Roleplaying Game.
The First Step ™ is a “session zero” adventure in which players begin with blank
character sheets. As the story progresses, each player’s choices determine the
character they create—and the fate of a convoy ambushed by a vengeful Shardbearer!
This adventure contains basic rules required for play, but a copy of the
Stormlight ™ Handbook completes the experience. The First Step
can also serve as a prologue for the Stonewalkers™ adventure.

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cosmererpg.com
$14.99
ISBN 978-1-966528-05-0
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