One fire in all the dark, and every eye in the dark has found it. Feed it. Hold it. Wait for the grey.
The demo Trial. A short Vigil for someone who has read nothing: the First Road Oathband, a small Shadow, no campaign layer, five Turns. It teaches Acts and Deeds, the Shadow’s wants, and above all Sight, Shroud and Light — the fire’s reach changes from Turn to Turn, and feeding it is worth Deeds.
Setup
Play on a 2’×2’ board. Place a campfire at the centre and set a D12 beside it showing 6 — the fire’s reach in inches. Place a little scatter terrain (stones, brush, a fallen trunk), none of it within 3” of the fire.
Place four woodpiles, each 12” from the fire toward a corner. Place two Waymarks, each 9” from the fire toward the middle of the left and right board edges.
Deploy the First Road Oathband within 3” of the fire. The Shadow begins as a Thrall pair, a Warrior and a Stalker. Roll a D12 for each (the pair rolls once) and place it touching the board edge the die points toward, as far from any Pilgrim as that edge allows.
The Shadow’s profiles, the Commander’s among them (from Shadow Profiles, printed here so First Night stands alone):
| Profile | M | A | V | W | P | E | Lore |
|---|---|---|---|---|---|---|---|
| Thrall | 0 | 0 | 0 | 0 | 0 | 6 | Group (2) |
| Stalker | 0 | +1 | 0 | 0 | +1 | 6 | Range (24”) |
| Warrior | +1 | +1 | +1 | 0 | 0 | 6 | Range (6”) |
| Commander | +2 | 0 | +2 | 1 | 0 | 7 | Born Leader |
Major Trial
At the end of Turn 5 the dawn comes. If the fire still burns and the Oathband has more Endurance within its light than the Shadow, the Oathband fulfils the Major Trial. If the fire is out, the dark has won.
Minor Trial
Search both Waymarks.
Special Rules
Night. Do not roll on the Sight, Shroud and Light tables. Sight is 0” all Trial: everything outside the firelight is Shrouded.
The Fire. The fire is a light source whose reach is shown on its die: 12, 9, 6, 3, or out. When it gutters, turn the die down 3; when it flares, turn it up 3, to no more than 12.
The Vigil Marker. The fire is the Vigil Marker: the position the Oathband must hold.
The Perimeter. The fire’s light is the Perimeter: everything within the fire’s reach. It grows and shrinks with the die.
Wood. A Pilgrim within 1” of a woodpile may spend a Use Deed to take up its bundle: remove the woodpile and mark the Pilgrim. A Pilgrim carries one bundle at most. A Pilgrim carrying a bundle within 1” of the fire may spend a Use Deed to feed it: +3”, or relight it at 3” if it is out. The fire takes one bundle a Turn. A Pilgrim taken Out of Action drops their bundle, which becomes a woodpile where they fell.
Brands. A Pilgrim within 1” of the fire may spend a Use Deed to take up a brand: a lit Torch (see Equipment) — Light (3”), Off-Hand, Throw. It burns for the rest of the Trial and lights whoever carries it. Throw it (a Use Deed) and it lights the dark where it lands. The fire gives one brand a Turn.
Waymarks. A Pilgrim within 1” of a Waymark may spend a Use Deed to search it: roll on the table below, then remove the Waymark.
| D12 | You find |
|---|---|
| 1 | An adder in the bracken. It strikes: roll D12+2 against the searcher’s D12+Might as a single Attack. If the adder wins, the searcher takes the difference as damage. |
| 2–3 | The search is heard. A Thrall pair comes, placed as an arrival. |
| 4–6 | Dry sticks. Take a bundle, if you are not already carrying one. |
| 7–8 | Pitch and flint. Take up a brand. It does not count against the fire’s one brand a Turn. |
| 9–10 | An old cairn-blessing. Choose one Blessing and place its token by the searcher. It may be used once this Trial. |
| 11–12 | A ward-stone. The fire flares (+3”). |
What the Shadow wants. First Night replaces the Shadow AI table. A Knocked Down Foe Stands first. Then, in its Act, each Foe does the first of these it can:
- The fire. If it can come within 1” of the fire with its Move Deeds and still have a Deed left, it goes for the fire and spends a Use Deed to scatter it (−3”). If it becomes Engaged on the way, it stops and fights.
- A Pilgrim. Otherwise, it Assaults a Pilgrim it can reach.
- The edge of the light. Otherwise, it moves as close to the Pilgrims as it can without ending in the firelight.
Stalkers keep to the dark and Fire at the nearest lit Pilgrim in range. A fire of 9” or more keeps the dark at bay; at 6” or less, it comes for the flame.
The Wolf-Hour. At the start of Turn 4 — or sooner, the first time the fire falls to 3 or goes out — the Commander comes. Place it as an arrival. The Commander ignores the third want: it walks into the light.
Reinforcements. First Night supplies its own. Foes arrive only from the Night table and the Waymarks, placed as Reinforcements describes. Do not roll on a road’s Reinforcements table.
Left out. No Vows, and no Blessings chosen before the Trial — they come only from a Waymark. For a very first game, leave the Waymarks off the board.
Events
From Turn 2, at the start of each Turn after Initiative, the Oathband rolls on the Night table.
| D12 | The fire | The dark |
|---|---|---|
| 1 | Gutters (−3”) | A Thrall pair and a Warrior come. |
| 2–3 | Gutters (−3”) | A Thrall pair comes. |
| 4 | Gutters (−3”) | A Stalker comes. |
| 5–6 | Holds | Nothing. The dark holds its breath. |
| 7–8 | Gutters (−3”) | Nothing. The wood is burning down. |
| 9–10 | Holds | A dead branch falls: place a woodpile 12” from the fire toward the edge the die points to. |
| 11–12 | Flares (+3”) | Nothing. The wind turns and fans the flame. |
Outcomes
First Night stands outside the campaign and has no Aftermath. If you carry this Oathband on into a campaign, resolve the Aftermath as normal: Battlefield Finds at Advantage if you saw the dawn, at Disadvantage if not; +2 if the Minor Trial was completed.
Design notes (24 Sep 2026). Fire alone, ignoring scatters, from a start of 6”: burning at dawn 54% unfed, 77% with one bundle, 94% with two, ~100% with three. Arrivals average ~0.67 figures a Turn from the Night table, a little under the Moor’s light Reinforcements rate. Woodpiles at 12” toward the corners sit where arrivals land, so a wood run is a two-Turn exposure, not a free top-up. The wood is a certain gain that serves the Major Trial; the Waymarks are an uncertain gain that pulls against it — the campaign’s real dilemma in miniature. Brands use the canon Torch, whose Throw already lets a Pilgrim light the enemy. Untested at the table: time the first game. Decision Log: “First Night — the demo Vigil”. Feature Backlog: FB-43. Pack: “First Night — quick-play pack”.