Nexus 2025 One Shot
This is an unofficial Cosmere RPG one-shot I created for visitors to my booth at Dragonsteel Nexus 2025. This scenario can be run with a tier 1 or 2 group, but feel free to scale things up to fit your specific party. I’ve designed the scenario to be vague on specific details related to party or campaign setting so that you may fill the particulars, customized to your group.
Have fun and feel free to send any feedback to tom@investedinthecosmere.com
Brief
Scouts have detected an unexpected sight: signs of a large signal fire off towards the north end of the Shattered Plains. While investigating, the scouting party was chased away by a group scouts from the enemy. We assume they’re trying to track down the same mysterious signal.
Whatever is out there, we need to beat the enemy to it, and so we’re sending in your team.
Find whoever started that signal fire, and why. If there is an advantage to be gained out there on the plains, it is your mission to bring it to bear against the enemy.
To succeed in this mission, the party needs to uncover what caused the fire out on the Shattered Plains and return with intel. If possible, find a way
Getting your party started
The first step in this one-shot is to begin your party on a hex crawl though the Shattered Plains. For those unfamiliar, a hex crawl is an exploration-based activity where your party moves across a hex grid map, rolling random events, in search of a goal location somewhere hidden on the map.

Hexcrawl rules
Goal: Your party must explore the Shattered Plains to find the source of the signal fire the scout discovered.
Allow your party to start themselves on a hex tile somewhere on the southern or eastern border of the map. Generally, Human-aligned parties should start somewhere to the south and Singer-aligned players should start in the east.
In secret, choose a random hex tile on the opposing border from your party: either south or east. Ideally, keep the enemy party far away from your party to begin.
Finally, choose a secret hex tile that is your player's goal location.
Each round, your party will choose a direction to travel and roll a d20. After they have moved, read the result from the ‘Hex Travel Table’. Note that some results are single occurrence, once your party encounters that scenario, they cannot receive it again and so nothing special occurs that turn.
Assume if your party is still equipped with a means to traverse plateaus, that they can move from plateau to plateau without issue.
After the party moves, roll in secret the enemies movement. Roll a d6 and use the result to choose the direction they travel, where ‘1’ is direct north and the rest follow in a clockwise pattern. If your enemy party reaches your chosen secret hex, they will wait there until the party arrives.
Hexcrawl tips
- When told to "give a clue" provide your party with a general direction leading towards your secret hex. If there is a party member with an expertise in tracking, consider giving them more detailed information.
- If you find your party is struggling to find a location, give them more frequent clues. The will of the dice is unknowable, so you'll need to make adjustments for how your session is going.
- Why so many ways to escape or enter the chasm? In three of the four play tests on this one-shot, my parties found a way (or a reason) to fall in to the chasm.
Encountering the enemy scouting party
Should your party encounter the enemy party during the hexcrawl, they may choose to engage them in combat. The combat is set to be an average encounter, but scale the group based on your party.
Example scouting party, Tier 1, 4 Players
2x Nimbleform Singers
2x Warform Singers
Example scouting party, Tier 2, 4 Players
4x Nimbleform Singers
4x Warform Singers
2x Axehounds
The scouting party's goals are to discover the source the signal fire, and return to their camp in the Shattered Plains. They will engage in combat, but attempt to flee if able.
Hexcrawl table
- Choose 1d4 members of the player characters. Roll a Agility saving throw DC12. On a failed save, take 2d6 falling damage, otherwise, take 1d6 falling damage. They fall into the chasm taking 2d6 damage.
- You discover a way to enter or leave the chasms. Mark this spot on the map and remove this option from future rolls.
- Roll a Perception test, DC14. On success, you notice the remnants of what must have been a camp at the bottom of the chasm. If you can get to the camp, you can roll an Deduction or Survival test DC10 to gain a clue towards your goal location.
- Roll a Perception test, DC10. On success, you notice markings on a chasm wall, indicating that someone’s been in the area. You gain a clue towards your goal location. Remove this option from future rolls.
- Nothing special happens or GM's choice.
- Choose an easy encounter from the encounter list. Remove this option from future rolls.
- You discover a way to enter or leave the chasms. Mark this spot on the map and remove this option from future rolls.
- Choose 1d4 members of the player characters. Roll a Agility saving throw DC12. On a failed save, take 2d6 falling damage, otherwise, take 1d6 falling damage. They fall into the chasm taking 2d6 damage.
- Choose an easy encounter from the encounter list. Remove this option from future rolls.
- Roll a Survival test DC10. On success, you discover a wealth of rockbuds great for a campfire, with vines that could be fashioned in two 25ft of rope.
- Nothing special happens or GM's choice.
- You discover a way to enter or leave the chasms. Mark this spot on the map and remove this option from future rolls.
- Choose an easy encounter from the encounter list. Remove this option from future rolls.
- You discover a way to enter or leave the chasms. Mark this spot on the map and remove this option from future rolls.
- Nothing special happens or GM's choice.
- Roll a Perception test, DC14. You notice a glint of a light from across the plains. You gain a clue towards your goal location.
- Choose an easy encounter from the encounter list. Remove this option from future rolls.
- You discover a way to enter or leave the chasms. Mark this spot on the map and remove this option from future rolls.
- Roll a Perception test, DC12. On success, you spot the enemy moving across a chasm. Gain knowledge of the enemy party’s location.
- You notice a pile of unsalvaged debris at the bottom of the chasm. Provide a reward of slightly damaged military gear, 4d20 mks in spheres, and a clue towards the goal location.
Hexcrawl Encounter Table
Use these tables for inspiration for encounters during the hexcrawl. You may need to tweak the encounters to your specific party.
Tier 1, 4 players
- 2x Greater Skyeels
- 2x Juvenile Whitespines
- 1x Whitespine
- 4x Shellmites
Tier 2, 4 players
- 2x Whitespines
- 10x Skyeels
- 4x Minks
- 4x Greater Skyeels
Discovering the hidden location
Upon arriving at this part of the Shattered Plains, the party will hear the sound of raised voices, along with the slightest hint of light coming from a crack in a nearby plateau.
There is a small cave entrance worn through leading down into the center of a broad plateau.
Should your party explore the area around the base plateau a DC16 Perception test, they will find another entrance to the interior by way of a tight passageway that has a staircase leading up.
Curious players may also discover traces of recent travel or signs of debris left from highstorms, though the specifics of the roles and difficulty class can be left up to the Game Master’s discretion.
Trashheap - the Reclaimed Ruin of the Shattered Plains
A short walk down crem-lined cavern walls leads into an open expanse, lit dimly by the light of torch flame. The appears to have once been a large interior room of a building, but may have once been strong walls is now a crem covered cavern, roughly 45 x 75 ft long.
See the labeled map below for reference

- Main entrance to the cavern, flanked by two massive stone pillars. DC12 Investigation or Lore check will reveal that these pillars, though worn over time, were expertly carved. Rubbings of the remaining pillar design work would be valuable to those researching ancient history or The Shattered Plains in general.
- A small pool about, no deeper than 1ft. Further up the channel the source of the water appears to be intentionally blocked. The water is clean and free of crem. Upon investigating the source of the water, players will encounter a contraption at that appears to be regulating the flow of water. Depending on your player's approach, a Lore, Insight, or Deduction check (D14) will reveal that the device is filtering the crem from the water, and preventing flooding. This would haven taken an incredibly skilled engineer to complete.
- A large derelict building. Inside is a makeshift wooden table with a half eaten meal. Stores of plentiful foodstuffs are stored in the back of the building. Perception or Deduction checks, DC10, will allow your players to spot the the containers of foodstuffs are from a variety of sources, likely pillaged from the remnants blown across the Shattered Plains.
- A large dais, long since worn by time. The crumbled remains are overgrown with rockbuds. There are lots of loose stones and fragments of what was once well-ornamented platform. A Lore check DC16 will reveal ancient symbols still somewhat visible in the shattered pieces of stonework. Those with any expertise related to the Knights Radiant will notice symbolism tied to the Stonewards.
- A mostly intact single floor tower. Inside are an array of improvised bedrolls, made up of salvaged supplies and scrap cloth. There are two chests and a scattering of recently used dinnerware.
- Southern entrance to the cavern, leads down to the base of the chasm.
- Piled up salvage. See Salvage Table below for what players might find if they go rummaging through the trash.
Salvage Table
- Players choice light weapon
- Players choice heavy weapon
- Well made backpack
- Players choice light weapon
- 25ft of Rope
- A tattered but complete Alethi uniform
- Players choice heavy weapon
- Large cracked amethyst gemstone
- A complete set of leather armor
- A valuable looking book, GM's choice for contents
The residents of Trashheap
Arashai - Nimbleform Singer
Leader of the scouting party that discovered Trashheap. In a warpair with Fenir. Skilled in wayfinding on the Shattered Plains.
Fenir - Nimbleform Singer
Traveled with the original party that went to Alethkar, knows a little Alethi.
Korin - Nimbleform Singer
A skilled engineer.
Haren - Nimbleform Singer
A passivist by nature, quickest among the scouting party.
Durod - Guard - Human - Alethi
Bridgeleader of the remainder of Bridge 12. Stoneward of the first ideal, though they do not yet know it.
Kuro - Guard - Human - Herdazian
Skilled carpenter.
Sel - Guard - Human - Alethi
Severed as a caravan guard for years.
Cassi - Commoner - Human - Reshi
Was a server at a tavern, knows how to cook just about anything.
Calik - Commoner - Human - Thaylen
Was apprenticing to a master merchant, knows a the basics of the major Rosharan cultures, including the basics of all the major languages.
The story of Trashheap
Three months ago, led by their bridge leader Durod, Bridge 12 did the impossible: they escaped the Alethi Warcamps. The plan was simple, while Bridge 8 was on chasm duty, they paid their guards to claim they saw a Chasmfiend eat the entire bridge crew. Now just reduced to a measly 12 bridgemen, their next bridge run would have certainly be their last anyway. After "accidently" dropping their bridge in to the chasm, knocking some of the army's supplies along with it, Bridge 8 took their chances and fled deep in to the chasms of the Shattered Plains during their next chasm duty, following the natural path of debris, hoping to find their way out of the chasms and on to the plains themselves.
For days they traveled through the chasms, only facing a single highstorm which unfortunately claimed several lives. Those who managed to survive did so by desperately clinging to their bridge while the rushing waters carried them further in to the plains.
When they finally came to rest, they found themselves at the confluence of several chasm channels. The bowl-like valley had a large plateau in the center, surrounded by piles and piles of trash. The washed remains of years of waring on the Shattered Plains all seemed to collect in this valley - a trove of armor, weapons, and supplies. The greatest treasure of all however, was the plateau itself.
At the base of the plateau was a staircase, leading into a massive cavern with the ruins of what appeared to be a section of some small city block. While most of what was once likely buildings has weathered away, some were still intact.
Over the next few days, the remaining bridgemen pillaged the supplies at the base of the plateau and established a base within the relative safety of the cavern, naming it Trashheap for the piles of trash blown in to it's valley.
Not everything was perfect however. The bridgemen were under no illusion that they could last out here on the plains forever. This became especially true during the next highstorm: the cavern flooded, washing away most of their supplies and nearly drowning several of the bridgemen caught up in the onslaught of water.
While the bridgemen were able to restore their lost supplies, they were perplexed by the challenge of securing their foothold in Trashheap.
Help would come from a very unlikely source. Days later, while searching the debris blown in from the last highstorm, the bridgemen encountered a group of Singers. Unlike those they had been fighting on the Shattered Plains, these Singers were not aggressive, in fact, many of their numbers bore injuries. As neither group was in any shape to fight, and fearing a highstorm that could come any day, the two groups fell in to an uneasy peace.
The Singer party was a scouting group separated from their main force during a highstorm. While life on the Shattered Plains has always been tough, the members of this scout patrol, led by their Nimbleform captain Arashai, found themselves longing for the days before the war with the humans. Barely making it through the highstorm, injured, and exhausted, the scout party agreed they simply couldn't return home. They would use this opportunity to flee, perhaps find one of the old abandoned cities of the other clans, and hunker down. In retrospect, this was a ridiculous plan born of a hopeless desperation for freedom from war.
Making little effort to communicate, the two groups kept mostly to themselves. Fenir, one of the Singers in Nimbleform, had spent some time traveling with the forces that went to the Alethi capital, and recalled enough of the language to bridge the language barrier between the two groups, though conversations were always short and terse.
It wasn't until after the next highstorm that tensions would ease. After witnessing the flooding, Korin, a skilled engineer, set to work crafting a damn to prevent the cavern from flooding. Having some experience as a carpenter, a Herdazian bridgemen named Kuro, assisted in the construction. Working together, the two were able to craft a system that would not only divert the flow of water in to the cavern, but it also filtered the water of crem, providing a much needed source of fresh water.
This collaboration broke the subtle hostility between the two groups. Working together to salvage from the valley underneath the plateau, the group found relative peace in their otherwise difficult situation. Both sides agreed that a respite from the war would be mutually beneficial. They would conspire to find a way to flee the Shattered Plains, scouting the area and salving supplies until they had a full plan to escape.
An unfortunate accident led to the burning of a large pile of wooden debris, too damage to be of any use. The large black plume of smoke rose high in to the sky over the plateau - signaling for miles that someone was at this location. Both sides would likely send scouts to uncover the source of this mysterious fire, and human and singer alike feared what those scouts would do when they found them.
Discovering Trashheap
What happens next is largely up to you and your party. I've laid out a few motivations and instincts the NPCs, but each party will have a different objective. Generally the conclusion of the one-shot should play out as follows:
- The party has their first interaction with the NPCs living in Trashheap.
- They make a decision on what they'll do to help or hinder the efforts of the NPCs trying to flee the Shattered Plains.
- The enemy party, if still around, will arrive - the party will either engage or negotiate.
- The party will return back to the Warcamps with their report.
Use the notes below to craft your own conversations based on what your the way in which your party wishes to complete their mission.
The party will primarily interact with Durod and Arashai, but feel free to weave other characters based on your needs.
Initial reaction
Upon discovering Trashheap for the first time, those residing in the city will initially be hostile towards the outsiders, assuming they were sent to find the missing bridgecrew / scouting group.
Durod will be sympathetic to the party if they claim they are also lost.
Arashai will be skeptical of the party, assuming they've been sent to turn them in.
If there is any sign of hostile intent, the NPCs from Trashheap will attempt to cast out party. They will avoid conflict if possible, as they are not well armed, but they will fight if it is absolutely necessary.
Trashheap NPC's goals
The NPCs want to escape the Shattered Plains. At minimum, the NPCs will want to the party to leave them alone without alerting the forces on the Shattered Plains.
The NPCs will gladly accept aid in their efforts to flee the Shattered Plains. At this moment, the most pressing issue is that they don't yet have enough food and supplies to make it all the way of the Shattered Plains, and that they aren't certain of the way.
If these goals are threatened in any way, the NPC's first instinct will be to flee, but if forced, they will fight.
Enemy party
If the players haven't already defeated them, the enemy party will arrive. Their goal is simple: reclaim Trashheap and apprehend the NPCs if possible, attempt to flee and report the location and the runaways if not.
See the notes on the enemy scouting party for their goals and encounter basics.
End of the adventure and rewards
How this one shot ends depends largely on how the party interacts with the NPCs of Trashheap.
Consider rewarding them based on the amount of information they return to the Warcamps with:
- Information about a lost ruin, but no information about who occupied it could be considered the bare minimum of success.
- Recruiting the lost bridge crew or the singer scouting party would be considered a massive success.
For the rewards themselves, consider the following:
- Gaining the bridge crew or singer scouting party as companions.
- They could sell the information about the ruins to those studying the Shattered Plains to either gain a patronage or position within an organization.
- They could be promoted to a scouting squad of their own with requisition rights.
Make it your own
My goal with this one shot is to give the basics of a story and the assets to run a session, but to let you as the Game Master mold it in to the type of session that your party prefers... Some might take this as a combat heavy session, while others may prefer to negotiate their way to an end goal. Others still may rob the place blind and never look back.
The beauty and art of table top roleplaying games is in the customization of story and setting to your needs, so have at!