Stonewalkers: The Lost Honorblade of Roshar
A lost Honorblade crosses storm-swept Roshar. Follow its trail, face Heralds, and decide what honor is worth.
$25.00
/ Session
Details
7 players following this game
Weekly / Wednesday - 6:00 PM UTC
Sep 23 / Session 4
Session Duration / 2–3 hours
3 / 4 Seats Filled
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About the adventure
A lost Honorblade is moving across Roshar. That alone could start wars. In Stonewalkers, the trail of one of the most dangerous relics in the world leads across a storm-shaped planet of ancient oaths, broken legends, dangerous factions, and powers that were never meant to be simple weapons. This is the first official Stormlight campaign for the Cosmere RPG, brought to the table in the Mythveil style: cinematic, consequence-driven, and focused on a world that remembers what you do. Roshar is not treated as a static backdrop. It is a living world of highstorms, spren, politics, faith, fear, survival, and old wounds returning to the surface. Stonewalkers is not a standard fantasy quest in a familiar medieval world. Roshar is strange, beautiful, brutal, and alive. Highstorms reshape the land. Plants withdraw into stone. Greatshells move through alien landscapes. Spren appear around fear, pain, glory, anger, and wonder. Money glows with Stormlight. Oaths can unlock power. History is not dead here — it is buried, wounded, and returning. What makes this Mythveil edition different is the Rexborn layer: choices create echoes. NPCs remember. Rumors spread. Factions react. Mercy, betrayal, violence, loyalty, and courage can change how people speak about you and what doors open or close later. The official Stonewalkers story remains the foundation, but the world around it breathes and responds. The central question is not only “Can you recover the relic?” The deeper question is what that relic means. Who has the right to hold power? What does honor demand when every side claims to be justified? Can ancient legends be trusted? And what happens when the people who shaped history are still alive, still broken, and still dangerous? This campaign blends epic travel, moral choices, faction pressure, mystery, and mythic fantasy. Expect storm-swept roads, strange cities, battlefield ruins, spiritual questions, political tension, and moments where a decision may matter more than a victory. Combat is part of the journey, but Stonewalkers is just as much about judgment, loyalty, mercy, truth, and the cost of carrying power. Newcomers to the Cosmere can begin here. The campaign introduces Roshar through play, one discovery at a time. Fans of The Stormlight Archive will recognize deeper themes: broken oaths, returning powers, the weight of history, the conflict between law and mercy, and the difficult question of what it means to become worthy. If many fantasy adventures are about finding treasure, Stonewalkers is about finding out whether the world should trust you with it.
Game style
Rule of Cool (RoC)
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
You’re not looking for a GM. You’re looking for a world that reacts to you. A place where: your choices don’t disappear characters remember you the story moves — with or without you Not for a session. For months of play. For campaigns that actually hold together. That’s what I run. You don’t need experience. You don’t need to be perfect. 👉 You just need to show up. Session 0 is guided. We build everything together — step by step. For decades, I’ve run story-driven campaigns. Today, I run Mythveil Chronicles: a world that continues after you act Built on: real history myth and belief player behaviour system continuity At my table: You don’t just play. 👉 You leave a mark. Most campaigns fade. This one doesn’t.
View Profile →Character creation
Creating your character
Characters will be created before the campaign begins, with final adjustments during Session 0. Stonewalkers begins at level 1 and is designed to take characters through the official campaign progression. We will use the Cosmere RPG: Stormlight Handbook for character creation, including ancestry, culture, heroic path, skills, goals, purpose, obstacle, and starting equipment. You do not need to know the full Cosmere or Stormlight lore before joining. I will help you build a character who fits Roshar, the campaign, and the themes of Stonewalkers. New players are welcome, and rules questions are expected. Character creation will happen in three steps: 1. Before Session 0, we discuss your character concept, background, culture, and what kind of story you want to play. 2. During Session 0, we connect the party, check campaign expectations, clarify rules, safety lines, tone, and make sure every character has a reason to follow the trail of the lost Honorblade. 3. After Session 0, final sheets are completed and prepared for play. We will use official Cosmere RPG material. Homebrew, unusual concepts, or deep Cosmere crossover ideas may be discussed, but they need approval first so they do not break the tone or structure of Stonewalkers. The most important part is not building the strongest character. The most important part is building someone with a reason to care: about honor, survival, loyalty, truth, faith, freedom, duty, or the future of Roshar.
What to expect
Preparing for the session
Before the game begins, please complete the following steps: 1. Join the Discord server. Discord will be used for voice chat, campaign communication, scheduling, questions, handouts, and between-session updates. 2. Make sure you can access Foundry VTT. We will play on Foundry VTT. You do not need to buy Foundry yourself. I will provide the game link. You only need a stable internet connection and a browser that can run Foundry well, preferably Chrome, Edge, or Firefox. 3. Test your microphone before the first session. A clear microphone is important. A webcam is not required. 4. Create or discuss your character before Session 0. You do not need to arrive with a finished sheet. We will talk through your concept, background, and how your character fits Roshar and the Stonewalkers campaign. 5. Come with a character who cares. Stonewalkers works best when characters have ideals, loyalties, doubts, duties, or personal reasons to follow the trail of the lost Honorblade. 6. No Cosmere expertise required. You do not need to have read The Stormlight Archive. New players are welcome. Important lore will be introduced naturally through play. 7. AI-supported visuals may be used. This campaign may use AI-assisted images, portraits, atmosphere pieces, and battlemaps to support immersion. These are used as visual aids for the table, not as a replacement for roleplay, player choice, or imagination. 8. Be ready for a story-focused campaign. Expect combat, travel, mystery, roleplay, moral choices, and consequences. The campaign follows the official Stonewalkers adventure, with additional Mythveil/Rexborn-style living-world depth.
What Dunchan Hunter brings to the table
I provide a cinematic, character-driven, and consequence-focused campaign experience built around the official Stonewalkers adventure for the Cosmere RPG. You can expect a prepared Foundry VTT table with maps, handouts, tokens, rules support, atmosphere, and visual aids. I use music, ambient sound, character images, location art, and AI-assisted visuals or battlemaps where they help bring Roshar to life. These tools are there to support immersion, not replace imagination or player choice. My games are story-focused, but not passive. Combat matters. Travel matters. Conversations matter. Investigation matters. Stonewalkers is not treated as a simple sequence of encounters. The campaign is run as a living world where people, places, rumors, and factions continue to move even when the party is not watching. This is where the Mythveil / Rexborn approach comes in. Your choices create echoes. NPCs remember what you said and did. Factions may reward, fear, use, mistrust, or oppose you. Rumors can spread. A mercy shown in one place may open a door later. A violent solution may solve the immediate problem but create political, social, or spiritual consequences down the road. Faction play is an important part of the experience. Roshar is full of competing powers, broken loyalties, hidden agendas, religious pressure, military interests, and people trying to survive impossible times. You will not always be choosing between obvious good and obvious evil. Often, the question will be: who pays the price for your decision? Rules are respected, but the goal is always dramatic clarity and fair play. I follow the official Cosmere RPG rules and help players learn them at the table. I am not here to punish new players for not knowing every rule. When the rules are clear, we use them. When a moment needs interpretation, I aim for a fair ruling that protects player agency, the tone of the setting, and the consequences of the scene. I enjoy character voices, distinct NPC personalities, emotional scenes, tactical pressure, moral dilemmas, and strong atmosphere. Expect NPCs with motives instead of quest markers, factions with memory instead of static quest boards, and a world where your reputation can become as important as your weapon. You will receive: - access to the Foundry VTT game - Discord support for voice, scheduling, questions, and handouts - help with character creation and rules onboarding - campaign handouts and setting guidance - atmospheric music and visual support - AI-assisted portraits, scene art, and battlemaps where useful - living-world faction and reputation tracking - a Session 0 to align tone, safety, expectations, and party connections - a campaign where choices have consequences beyond the current scene This table is best for players who want more than a combat simulator or a guided tour through lore. If you want cinematic fantasy, meaningful choices, emotional stakes, faction tension, and a world that remembers what you do, this campaign
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Player safety and comfort matter at this table. Stonewalkers is an epic fantasy campaign, but it can touch serious themes: war, oppression, trauma, religious pressure, violence, slavery, moral conflict, broken oaths, and people carrying deep emotional wounds. These themes can create powerful stories, but they need clear boundaries and respect. Before play begins, we will have a Session 0 where we discuss tone, expectations, character connections, safety tools, and table boundaries. Players will be invited to share Lines and Veils before or during Session 0. Lines are content that will not appear in the game. Veils are content that may exist in the world but will fade to black or stay off-screen. We will use X, N, and O style safety tools in a practical digital format. Players can speak up at the table, send me a private Discord message, or ask for a pause at any time. No one has to explain or justify discomfort in the moment. If something needs to stop, change direction, or fade out, we do that. During the campaign, I check in when scenes become intense, especially around horror, trauma, oppression, character loss, or difficult moral choices. The goal is not to remove all darkness from the story. The goal is to make sure the table can explore serious themes without players feeling trapped, mocked, or ignored. After intense sessions, I allow space for aftercare. That can mean a short debrief, a tone check, a private message, or simply making sure everyone is okay before we close the session. Players are also welcome to message me later if something bothered them after they had time to think about it. Respect at the table is mandatory. Bigotry, harassment, sexual pressure, bullying, or deliberately pushing another player’s boundaries will not be tolerated. Characters may face a harsh world, but players deserve a safe and respectful table. The aim is simple: strong drama, real stakes, emotional play, and a world that can be dark or difficult — without sacrificing trust between the people playing.
Content warnings
Safety tools used
