DH v1-2 Playtest Manuscript
DH v1-2 Playtest Manuscript
DH v1-2 Playtest Manuscript
Welcome to the open beta playtest for our new game, Daggerheart! Within this document, you’ll find the
rough draft of a rulebook that should help you to get started. Some important things to keep in mind as
you make your way through this manuscript:
● The game is still in active development. There are parts that are outright not written yet. There
are sections that are only partially written and will continue to expand. Think of this like an early-
access video game—you might stumble upon portions that are unpolished, broken, or in flux. This
is a look into the development process and an opportunity for you to give us your feedback
before the rules are finalized. This manuscript is a living document, not yet put into any
semblance of layout so that we can implement as many of your notes as possible and build this
game together.
● This rulebook has not gone through an editor yet. We have one onboard who will work
alongside us during this process, but they will not have the opportunity to polish until the
manuscript is finalized. This means you will very likely find errors and omissions. If you spot a
typo or grammatical error, please do not report this—these issues will be resolved in editing.
However, if any information is confusing, missing, in an odd place, or doesn't seem to work as
intended, please tell us! We want to fill those gaps and make the rulebook as user-friendly as
possible.
● The balancing of adversaries is still in an exploratory phase. Up until this release, we’ve adjusted
the combat system numerous times in an effort to make it as fast and cinematic as we can, while
also making it feel familiar and fair. Combat will need significant playtesting to ensure we get the
right balance on class power, leveling, adversaries, and beyond–we’d love your feedback when
you feel like things aren’t working.
● The art is all subject to change. Some pieces are placeholders, others are closer to finalization,
and some are simply not available yet. The domain cards all share one image per domain and all
subclass cards within a class currently have the same art. Each will have their own custom art in
the final release.
● We will release new updates periodically during the open beta playtest cycle. When we do, we’ll
note the changes in the Change Log so that you can update anything in your current campaign
that might need it.
● Even though we are in beta, you can stream your games. You can make DPGL-compliant
content for the game. We only ask that you make it clear that your project is using the
Daggerheart Playtest, as the game’s mechanics will continue to evolve and we don’t want
confusion when the final game comes out. Just keep in mind you can’t publish and/or sell any
Daggerheart-related products quite yet. This is because we don’t want your product to become
unusable because of a change we made. Once the game is published, this restriction will no
longer be in place.
● There were many inspirations for this game. We encourage you to also check them out if you
like what we’re making here. For a list of touchstones and inspiration, see “Touchstones” in the
Introduction.
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Change Log
No current changes.
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Daggerheart Team
LEAD GAME DESIGNER: Spenser Starke
ADDITIONAL GAME DESIGNERS: Rowan Hall, Matthew Mercer, Alex Teplitz, Michael Underwood
ADDITIONAL WRITING: Layla Adelman, Carlos Cisco, Felix Isaacs, Erin Roberts, Eugenio Vargas
CONSULTANTS: Daniel Delgado, Rue Dickey, Rob Herbert, James Mendez Hodes, David Lezzi, Erin
Roberts, Christine Sandquist, Rogan Shannon, Mark Thompson
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Darrington Press Team
HEAD OF DARRINGTON PRESS:
Ivan Van Norman
CREATIVE DIRECTOR:
Travis Willingham
MARKETING MANAGER:
Darcy Ross
GAME DESIGNER:
Rowan Hall
PROCUREMENT DIRECTOR:
Ally De Simone
This is a game built by a diverse team of various ethnicities, genders, faiths, sexualities, and identities.
Credits will continue to be updated throughout the development of the project.
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TABLE OF CONTENTS
INTRODUCTION Splendor Underborne
Valor Wanderborne
Welcome to Daggerheart Domain Cards Wildborne
What is a Tabletop
Roleplaying Game? Additional Player Tools
Class
What Kind of Roleplaying Adjusting Abilities & Spells
Bard
Game is Daggerheart? Playing Physically Disabled
Druid
Touchstones Characters
Guardian
The Heart of the Game Playing Blind, Deaf, or Mute
Ranger
The Most Important Rule Characters
Rogue
Player Principles Seraph
World Overview Sorcerer PART TWO
Magic & Spells Warrior Playing an Adventure
Flavoring Your Game Wizard
Flow of the Game
What Do You Need To Play?
Ancestry Example Interaction
A Table For All
Clank What Can I Do On My Turn?
Using This Book
Daemon
Core Mechanics
Drakona Duality Dice
PART ONE Dwarf Damage Thresholds & Hit
Preparing For Adventure Elf Points
Character Creation Faerie
Stress
Choose Your Class Faun Action Rolls
Choose Your Heritage Firbolg Story Is Consequence
Assign Character Traits Fungril Special Action Rolls
Record Additional Character Galapa
Damage Rolls
Information Giant Damage Types & Resistance
Choose Your Starting Goblin Reaction Rolls
Equipment Halfling Evasion Score
Create Your Background Human
Advantage and Disadvantage
Choose Your Experiences Katari Conditions
Choose Your Domain Cards Orc Countdowns
Create Your Connections Ribbet
Maps, Range, & Movement
Example Character Simiah Targets & Groups
Characters of Mixed Ancestry Cover, Line of Sight, and
Domains
Arcana Community Darkness
Blade Highborne Gold
Bone Loreborne Downtime
Codex Orderborne Death
Grace Ridgeborne Flow of Combat
Midnight Seaborne Action Tracker
Sage Slyborne Player Best Practices
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Leveling Up Attack Rolls Using This Campaign Kit
Level Achievements Reaction Rolls Building a Map
Choosing Advancements Difficulty Filling Space, Leaving Blanks
Raising Damage Thresholds GM Advantage & Incorporating Player
Taking Domain Cards Disadvantage Backstories
Multiclassing Adversaries Planning an Arc
Adversary Types Leveling Up Your Party
Equipment Countdowns
Equipping, Storing, and Gold Locations
Switching Equipment GM Styles Sablewood
Using Weapons Running GM NPCs Rime of the Colossi
Throwing a Weapon Optional GM Mechanics Gindalia
Weapon Statistics Kinekozan Jags
Using Armor Session Zero
Primary Weapon Tables What is Session Zero? Adversaries Reference
Secondary Weapon Tables Laying The Groundwork Tier 0
Armor Tables Asking Questions Tier 1
Tier 2
Loot Preparing A Session Tier 3
Items Thinking In Beats
Consumables Building Battles
PART FIVE
Choosing Adversaries
Example of Play Equipment & Loot Customizing Your Game
Homebrew Guide
Running A Session Balance
PART THREE Custom Domain Cards
Crafting Scenes
Running An Adventure Downtime Custom Adversaries
Overview Sharing the Spotlight Custom Equipment
For GMs New to Daggerheart Using Conflict Card Templates
Social Conflict
Core Guidance Running Battles APPENDIX
GM Principles Impromptu NPCs & Enemies Important Terms
GM Best Practices Impromptu Attack Modifiers Maps
Pitfalls to Avoid Impromptu Damage Character Sheets
Scaling Damage Character Guides
Core GM Mechanics Character Death Ancestry Deck
The Gm’s Die Running a One-Shot Community Deck
Making Moves Subclass Deck
Example GM Moves Domain Decks
Fear
PART FOUR GM Guides
Using The Action Tracker Running a Campaign Index
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INTRODUCTION
Welcome to Daggerheart
Daggerheart is a collaborative roleplaying game set in a high fantasy world; a place of incredible magic
and perilous adventure. During a campaign, you may find yourself rubbing elbows with nobles in an
attempt to stop an assassination plot, diving deep into an ancient dungeon to keep a powerful creature
from escaping and unleashing its power, sailing across a vast ocean to face off against a terrifying sea
monster, or protecting a precious relic from falling into the hands of a dangerous enemy. No matter the
adventure your party chooses to embark upon, Daggerheart is designed to provide the tools to tell a story
that is both heartfelt and epic.
Like many roleplaying games, Daggerheart uses dice to determine the outcome of some uncertain events,
providing an element of unpredictability to the choices you make. Even so, the game also aims to embrace
player agency and imagination; the type of character a player chooses to play and the decisions they
make about their background and experiences will make their odds better (or worse!) on those dice rolls.
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Those who prefer a highly strategic, rules-heavy experience with more of a heritage from wargames may
find Daggerheart doesn’t have all of the crunchy bits they’re used to. Those who come from very rules-
light gameplay may find some mechanics engage in areas where they’re used to a more free-form
approach. That’s okay! You should always play the types of games that make you and your table happy.
That said, if you’re looking to tell heroic fantasy stories with a modern approach to mechanics that focus
on both the epic battles and the emotional narrative of the characters who fight in them, you’ve come to
the right place.
Daggerheart utilizes an asymmetrical design. That means that it plays very differently for the GM than it
does for the players. Many TTRPGs have some asymmetry, with players each controlling one PC while the
GM plays everyone else. But Daggerheart’s asymmetry goes deeper—players roll the 2d12 Duality Dice for
their PCs’ standard actions, including their attacks. At the same time, the GM makes moves without
rolling for most actions but rolls a d20 when making attacks for adversaries. Each PC gains Hope when
they “roll with Hope,” while the GM gains Fear when any PC “rolls with Fear.” PCs and Adversaries both
have a mechanic called Experiences, but they are used in different ways at different times. This
asymmetrical design is intended to help all participants more effectively contribute to creating a
memorable experience together at the table.
Touchstones
Daggerheart gleans inspiration from a variety of sources. Below is an abridged list of media the design
team drew from while crafting this game.
TTRPGs: 13th Age, Apocalypse Keys, Apocalypse World, Blades in the Dark, City of Mist, Cortex Prime,
Cypher System, Dishonored, Dungeons & Dragons, Flee Mortals!, For The Queen, Genesys, Lady
Blackbird, Masks: A New Generation, Pathfinder, Shadowrun, The Quiet Year, Wildsea, Slugblaster
Books: A Song of Ice and Fire series, A Wizard of Earthsea, Sabriel, The Wheel of Time, The Lord of the
Rings series
Movies & Television: The Dragon Prince, The Lord of the Rings, The Witcher, The Legend of Vox Machina
Video Games: Borderlands, Dragon Age: Inquisition, Outriders, The Elder Scrolls series
Special Appreciation:
● The Genesys System was a major inspiration for the two-axis results of the duality dice.
● Cypher System’s GM Intrusions paved the way for spending Fear to interrupt a scene.
● Among many other things, Dungeons & Dragons’ advantage/disadvantage system was
particularly inspirational in the dice mechanics of this game.
● 13th Age’s Backgrounds heavily inspired the Experience mechanic.
● Blades in the Dark and Apocalypse World helped shape the narrative game flow, and their
playbooks inspired a lot of the character sheet development.
● The Wildsea’s phenomenal Reaches section provided the chassis for the Regions section of this
book.
● Enemy types and ways of managing minions are informed by Dungeons & Dragons 4th edition
and the monster design of Flee, Mortals!
● The Quiet Year inspired the map-building section of the campaign kit.
● The sample session zero structure is informed by Apocalypse Keys.
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Heart of the Game
In Daggerheart, you’ll all take turns speaking at the table, describing what your characters do, the
consequences of those actions, and how the narrative evolves because of those consequences. When the
rules call for it, or when a situation seems like it needs it, you’ll roll the dice to see what happens next.
Depending on the result of those dice, the dynamics of the conversation will change.
The dice players use in Daggerheart generally come in two different categories —your Duality Dice and
your Damage Dice. Your Duality Dice are two 12-sided dice, referred to as d12s, that are of different
colors; one representing Hope and the other representing Fear. These embody the fate of the world
around you, and its effect on your success. Your Damage Dice correspond to the weapon or spell you’re
wielding, and expresses how deadly a successful attack you make might be.
Anytime you’re making a roll to see whether you succeed or fail at something, you’ll roll your Duality Dice
and take the sum of their results, plus any modifiers you have that apply to the action. If that total is equal
to or higher than the difficulty set by the GM, it’s a success. If it’s lower, it’s a failure. You’ll also tell the
GM whether your Hope or Fear die rolled higher, and the situation around you changes based on that
result. We’ll discuss this more in-depth in the “Core Mechanics” section of Part 2.
Each game of Daggerheart is called a session, and those sessions are typically a small story that makes up
part of a larger narrative that plays out over multiple sessions, known as a campaign. Sometimes, in long
campaigns, you may also run arcs—multiple sessions that happen within the same campaign, but that put
their focus on a specific area of the narrative within it. Many groups enjoy playing open-ended campaigns
that last a few months, or sometimes even years, getting together every week or two to continue their
characters’ stories indefinitely. But you may also choose to designate a certain number of sessions for a
campaign and play the game to a predetermined conclusion. Your group may decide you want to play ten
sessions or twenty sessions with these characters before making new ones, or you may decide you only
want to play one session and see how things go. All of those options are wonderful ways to play —
do whatever works best for your group.
There is no winning or losing in Daggerheart, in the traditional “gaming” sense. The experience is a
collaborative storytelling effort between everyone at the table. The characters may not always get what
they want or achieve their goals the first time around—they may make big mistakes or even die along the
way, but there are no winning or losing conditions to the game. If a character dies, the party may seek out
a way to bring them back to life, or that player may instead make a new character the party meets along
their journey. If the group fails to stop the villain from enacting their plan, perhaps the party must face
the consequences of that failure and try to make it right. If they succeeded, they may have angered or
emboldened an even stronger enemy who appears to retaliate. If you’re working together to craft a
narrative that is fun and exciting to everyone, then you’ve already won.
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The Most Important Rule
The most important rule of Daggerheart is that you make the game your own. The rules included in this
manuscript are designed to help you have an enjoyable experience at the table, but they should never get
in the way of the story you want to tell, characters you want to play, or adventures you want to have. As
long as your table agrees, everything can be adjusted to your group’s playstyle. If there’s a rule you’d
rather ignore, or a modification that works better for you, feel free to implement it with your table’s
consent.
Player Principles
Below is a list of principles for all players to keep in mind while engaging with Daggerheart.
Hold On Gently
Improvisational storytelling isn’t always perfect, and that’s okay. Hold on gently to the fiction, enough that
you don’t lose the pieces that matter, but not so tightly that the narrative has no room to breathe. Make
mistakes and make changes. Smooth the edges and shape them to fit.
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Following these principles will help to guide players in telling exciting, unpredictable, and meaningful
stories together at a table.
World Overview
The world that you explore in Daggerheart will typically be one of great magic, wondrous landscapes,
mythical beasts, and powerful foes. In this game, that world is something that you are encouraged to
build together at the table. You may, of course, always choose to use an existing location you’re already
familiar with, or a supplemental setting book . Otherwise, utilize the “Campaign Kit” in Part 4 to generate a
campaign world collaboratively at your table.
Because this game has established ancestries, communities, classes, abilities, and spells, some aspects of
the world will exist similarly across every campaign. These can always be reflavored or modified to match
the style of game you all want to play, but understanding the Core Realms is a good place to start.
Core Realms
The core realms are the starting place of reality for your world in Daggerheart.
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The Circles Below
The Circles Below are the collection of lower realms where the Fallen reside. Fallen Gods lost the Divine
War with the New Gods during the Ancient Age and have since been deemed “evil practitioners of tainted
magic.” Thus the beings that were banished alongside them, along with those sired since, bear the weight
of that identifier. The Circles Below is considered a place of corruption, destruction, and endless hunger.
Stories say this realm is home to some of the most dangerous creatures in the core realms. Most other
planes have safeguards against Fallen who may wish to cross over from the Circles Below, Within the
Mortal Realm, it’s rumored that the use of arcane magic in acts of great evil can open a temporary rift
between the two lands, allowing Fallen to pass through.
If you do have the gift of spellcasting, you’ll use magic through specific weapons, spells, and other magical
means. As characters grow, the magic they can perform will grow with them through the additional cards
you gain at each level. These will give you the specific parameters around the kinds of effects your magic
can take.
For instance, you might say that your Rogue’s magic takes the form of gadgets and inventions, but it’s still
magic and subject to the game’s rules about magic. Your Ranger’s magic might take the form of ancestral
spirits drawing forth the forces of nature, but in terms of the mechanics of the game, your Ranger is still
the one who makes rolls for the spells and who spends the resources to power them, etc. Maybe magic
works in an entirely different way in your world and you want to explain how every class’ magic emerges
from a different source. But for the mechanics of play, it’s all still magic, with costs, Spellcast rolls, domain
abilities, etc.
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Feel free to re-flavor other elements of the game as well, as long as you maintain their mechanical
underpinnings. Your character might have a unique weapon from their heritage, but it uses the statistics
of a longsword. Your Wizard’s armor might come in the form of a set of empowered runes instead of a
chain shirt, but they still have an armor value of 5 and armor slots that you spend to reduce damage. In
this case, ‘repairing’ your armor during a rest might mean replenishing the enchantment. The “Adjusting
Abilities and Spells” section of part 1 suggests other ways you might adjust your spells and abilities to fit
your character and comfort level.
Use the portions of this book that work for your game, and let the things that don’t resonate fall away.
A Game Master
If you’re playing the Game Master, you’ll be playing the world as it responds to the PCs’ choices. That
means you’ll set exciting scenes for the characters, manage the flow of the story and its conflicts, play the
characters not represented by the players at the table (NPCs), including the various opponents and
monsters the characters will face (known as adversaries). The GM will also ask questions of the players
that drive forward the narrative. Often, you’ll be the one to know the rules and answer any questions
about mechanics during play. If a judgment needs to be made during a session about a rule or mechanic
that’s either not in the rulebook or can’t be quickly referenced, you’ll be the one to make the final
decision.
As a GM, it is important to remember that you are not an antagonistic force against the players. Though
you’re often the one introducing the dangers and complications in a scene, your job is to challenge their
characters in exciting and fun ways that let them showcase their strengths and face their flaws. Be a fan
of the characters and a collaborator with the other players at your table.
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Game Dice
Daggerheart uses the full set of polyhedral dice: d4, d6, d8, d10, d12, and d20. When referring to dice, the
game will usually indicate the amount of dice and the number of sides, like 2d6 (two 6-sided dice) or 3d8
(three 8-sided dice). At the beginning of the game, you’ll need two d12 dice of different colors (your
Duality Dice), a d6 of a distinct color (your advantage/disadvantage die), and a few sets of the rest of the
polyhedral dice to share amongst the table —you may find it easier to have your own. As you level up your
character, you may need more dice to represent those advancements.
Character Tokens
Character tokens are small objects that represent the look and feel of your character. Gather about seven
tokens per player. Some players may require more or less, depending on their character’s needs.
As you play the game, you'll use these to help track several things:
● When you roll dice, you'll add tokens to help you easily count your modifiers on the roll (see
“Using Character Tokens” in part 2).
● When you make an action roll while in combat, you'll add one token to the action tracker (see
“Action Tracker” in part 2).
● When you use a spell or ability, its card might ask you to place a token on it.
These tokens not only make your rolls and actions easier to resolve, but also provide an opportunity to
further express the color palette and style of your character at the table. You can use whatever small
objects you’d like as character tokens (plastic gems, pennies, buttons, etc.), but we recommend they be no
larger than a quarter and sit on the table without rolling away. They should ideally have a distinct
appearance for your character, so they won’t get confused for somebody else’s tokens at the table.
Game Cards
Along with this rulebook, you’ll also need the cards that come with the core set: Ancestry, Community,
Foundation, and Domain Cards, as well as an Action Tracker and X-Card. If you don’t have access to these
cards, all of the information from the core set is located in the “Reference” [pending] section.
We also recommend paper and writing utensils (or a digital equivalent) to keep notes during the session.
This allows you to record important details that the GM or other players share.
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Optional: Maps and Miniatures
Using maps and miniatures to represent the scenarios the players are facing, especially during battle, can
help to illustrate the scene rather than relying solely on the theater of the mind. When drawing or
building a map, scale, distance, and details are not always going to be perfectly accurate, and that’s okay.
The map and the miniatures should never limit your imagination, only provide extra spatial context so
that everyone can picture the scene clearly.
Because of the nature of open-ended storytelling in roleplaying games, it’s possible to touch upon topics
that might be difficult or sensitive for some players. In games of Daggerheart, no part of the fiction should
ever take priority over the health and well-being of any player. It’s important to remember that what
might just be an imaginary scenario for you could bring up a real life topic that is very sensitive or
uncomfortable for somebody else. When you gather your group to play for the first time, make sure that
you talk through what kind of experience you are all looking to have, and bring up any themes or topics
you’re looking to avoid. All players at the table should abide by this social contract, and feel free to add or
modify it at any time, as needed.
Introducing safety tools into your game can help you to better navigate any difficult scenarios together,
should they arise. We recommend tools like the following, though you can use whatever works best for
your group.
Lines are topics that players do not want in the game. They should not appear in any form.
Tracey lines spiders. That means that, not only will the players never encounter spiders, spiders
effectively do not exist in this world. There are no cobwebs or eight-legged monsters. The GM
touches base with Tracey about how she feels about other bugs, so she explains that insects and other
similar creatures are perfectly fine, her line is specific to spiders. This means, the party may
encounter swarms of bees, follow a line of mysteriously colored ants, or fight off a giant beetle.
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Veils are topics that players do not want to feature in the game, but can still exist in the world.
Tracey veils spiders. That means that spiders can exist in the world, but they will not be a feature of
the game—they will not crawl on characters, and players will never battle a spider-monster. The GM
checks in with Tracey and she explains that cobwebs are fine, as long as there are no spiders in
them. This means ancient cobwebs could fill an old castle, but there will not be any bugs scurrying
within them.
Though the GM is keeping the list and designing the encounters, they should also announce their own
Lines and Veils. This will help set the culture of a safe table, take any stigma off players having topics they
wish to avoid, and let other players know what they should not include in their roleplay. It’s important to
remember that the GM is also a player and deserves the same care.
It’s important to remember that Lines & Veils are a “living document,” meaning the list can be updated at
any point.
Tracey initially veiled spiders but just realized in the middle of this session that she
would feel more comfortable if they were lined. The GM’s giant spider is making her very
uncomfortable. She flags her change to lining spiders and the GM simply switches their giant spider
out for a giant beetle and continues play.
Some players may wish to keep their Lines & Veils between them and the GM. To allow for this, a GM can
suggest that anyone at the table write down additional topics on scrap paper to share later, send a text,
or discuss in a one-on-one conversation.
X-Card
Created by John Stavropoulos, this is a tool that allows any player (including the GM) to remove content
from the game. This traditionally appears in the form of a physical card, marked with a large letter X, and
placed within reach of all players at the table. That said, your table could use a designated item, someone
creating an x with their arms, or other symbol that feels best to the group.
To utilize the X-Card, a player only needs to tap the paper (or hold up crossed arms, etc.) and note the
moment of play they wish to “rewind” to. It can be helpful to note the detail they’re flagging for removal,
but this is not a requirement for using the tool. The group will simply go back to the designated moment
and play forward, making a new choice.
There are a few important details about the X-Card worth flagging:
- When a player X-Cards a moment of play, they do not need to explain their reasoning, and the
process of using this safety tool should not impose that on any player. If someone wishes to go
into more detail, the table may break for group or private discussion as needed.
- The X-Card should not be designated as a tool of last resort. No player should feel they need to
sit in discomfort until the stakes become too high. Using the X-Card is not an offense, and having
the X-Card used during your moment of improv does not inherently mean you made a grievous
mistake in play.
- Encouraging use of the X-Card in your game is often just as important as the X-Card itself.
Setting up a table with safety tools establishes a culture of caring and helps make the game fun
for everyone.
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Open Door Policy
The Open Door Policy is a safety tool that is as simple as it sounds. Tell your players that they are
welcome to leave the game at any time, for any reason, and reassure them that they will not be punished
or judged. This can manifest as calling for a break from play, simply to take a few moments and grab a
snack, or someone heading home early if they need to.
For more information about safety tools and how to use them, Kienna Shaw and Lauren Bryant-Monk
have an award-winning collection available for free at ttrpgsafetytoolkit.com..
Appendix
Lastly, this is where all character sheets, character guides, domain deck text, and any other reference
documentation for the game can be found.
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PART ONE
Preparing For Adventure
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Preparing for Adventure
In this chapter, you’ll learn the information you need to know as a player to prepare for your first game of
Daggerheart. This will walk you through creating a character and provide details around each of the
game’s classes, ancestries, communities, and domains.
Character Creation
Unless you’re taking on the role of the GM, the first thing you’ll need to do to start playing Daggerheart is
create your character. When making this character, you’ll be responsible for crafting their physical
appearance, personality, and prior experience, as well as their relationships with the other characters.
Some of these decisions are purely narrative, meaning they only appear in the game through your
roleplaying—but others are mechanical choices that affect the actions you’re more (or less) likely to
succeed at when rolling your dice.
This section guides you through the steps to build your character. You don’t need to complete character
creation in the order laid out here, but it’s advised you choose the class you’re playing first. You can
accomplish the rest of character creation in any order you’d prefer.
Getting Started
When you’re ready to start creating your character, you’ll need a character sheet and character guide.
You might also want to brainstorm some basic ideas for your game and character, both alone and with
the other players.
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Note that there is not a single, generic character sheet or guide for you to use; they are all customized for
the class you are playing (see “Step 1: Choose Your Class”). You can find these available for download
online, or you can copy them from the “[Section Pending]” in this book.
Each class is an archetype of a character that determines what abilities you have access to throughout
the campaign. For example, you might choose to play the Guardian if you want to be the tank of your
group who runs into fights head first and protects others with their own life. You might choose to be a
Wizard if you want to use unique spells that you can use to solve problems and fight off threats.
Once you’ve chosen a class and taken the appropriate character sheet and guide, you’ll also choose a
subclass. Take that subclass’s Foundation card into your hand. The subclasses are subsets of each class
that help further define the kind of character you’re playing.
Class Feature
Every class begins with a unique Class Feature (or several). You don’t have to write this down—it’s already
provided in the bottom left of that class’s character sheet. These are unique features available only to
your class, so be sure to consider them when building your character.
If your Class Feature asks you to make a selection during character creation, make sure you select one of
the options before you transition into your first session. This book details each Class Feature in its
respective class section (see the upcoming “Class” section).
Class Options
The available classes and subclasses in the base set include the following. You can learn more about each
of these Classes and their Foundations in the upcoming “Class” section.
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Bard
Class Foundations: Wordsmith or Troubadour
Play the Wordsmith if you want to use clever wordplay and captivate crowds.
Play the Troubadour if you want to play music to bolster your allies.
Druid
Class Foundations: Warden of the Elements or Warden of Renewal
Play the Warden of the Elements if you want to embody the aspects of nature.
Play the Warden of Renewal if you want to use powerful magic to heal your party members.
Guardian
Class Foundations: Stalwart or Vengeance
Play the Stalwart if you want to take heavy blows and keep fighting.
Play the Vengeance if you want to strike down enemies that harm you or your allies.
Ranger
Class Foundations: Wayfinder or Companion
Play the Wayfinder if you want to hunt your prey using deadly force.
Play the Companion if you want to form a deep bond with an animal ally.
Seraph
Class Foundations: Winged Sentinel or Divine Wielder
Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.
Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.
Rogue
Class Foundations: Nightwalker or Syndicate
Play the Nightwalker if you want to use the cover of shadow to maneuver through your
environment.
Play the Syndicate if you want to have useful contacts everywhere you go.
Sorcerer
Class Foundations: Primal Origin or Elemental Origin
Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.
Play the Elemental Origin if you want to channel raw magic to take the shape of a particular
element.
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Warrior
Class Foundations: Call of the Slayer or Call of the Brave
Play the Call of the Slayer if you want to strike down adversaries with incredible power.
Play the Call of the Brave if you want to use the might of your enemies to fuel you.
Wizard
Class Foundations: School of Knowledge or School of War
Play the School of Knowledge if you want to have a keen understanding of the world around you.
Play the School of War if you want to utilize trained magic to enact violence.
Clank Galapa
Daemon Giant
Drakona Goblin
Dwarf Halfling
Elf Human
Faerie Katari
Faun Orc
Firbolg Ribbet
Fungril Simiah
You can learn more about these ancestries in the upcoming “Ancestries” section.
You can learn more about these communities in the upcoming “Community” section.
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Languages
In Daggerheart, you’re not asked to pick specific languages for your character. This game assumes that
everyone speaks a common language (it’s up to you whether that’s through mundane or magic means),
and that sign language is widely understood across cultures and communities. If you’d like to have
specific regional languages in your campaign, talk about it with your table.
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Distribute Trait Modifiers
Trait modifiers are the values associated with each trait. When you make an action roll using one of these
traits, that trait’s modifier adjusts the roll’s final result by that number.
Distribute the following starting modifiers across your character traits in any order you wish: +2, +1, +1, 0,
0, -1.
When distributing these modifiers, consider what actions you want to be good at, what weapon you want
to use during your attacks, and what kind of spellcasting you’ll be doing, if any. We’ll cover weapons and
spells in future sections, but if you don’t know how to distribute your stats, you may always refer to the
Character Guide for suggested stats. You can also change these stats around as needed during character
creation, as well as after your first few sessions of play if you feel like you made a wrong decision.
Evasion
Your Evasion score reflects how hard it is for enemies to hit you (see “Evasion Score” in part 2). Your
class’s starting evasion score appears right beneath the Evasion field on your character sheet; record this
in the Evasion field. When an enemy makes an attack against your character, the GM rolls against your
Evasion score to see if they are successful. Each character’s evasion may look different within the
narrative—a Wizard may avoid blows with shimmering arcane shields or by batting away an adversary’s
spells, while a Ranger nimbly dodges out of the way of blows, and a Warrior employs a mix of parries,
blocks, and dodges.
You can describe your Hit Points and Stress any way you wish, but they generally represent your
character’s ability to get knocked down and keep coming back. You’ll mark your Hit Points and Stress
when these situations arise—the fewer marks you have against your Hit Points and Stress, the better.
However, when you’re attacked, you don’t always have to mark Hit Points. Instead, your class has a
certain Damage Threshold, indicating how much damage you can endure before marking a Hit Point.
Find your class’s starting Damage Threshold at the top of the “Hit Points & Stress” section of your
character sheet; record these three numbers in the corresponding fields. In the “Damage Thresholds and
Hit Points” section of part 2, you’ll learn how many Hit Points to mark on your character sheet each time
the GM tells you to take damage.
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Hope and Fear
Hope is a currency that represents the way fate can turn in your character’s favor during the game. You’ll
start with two Hope at character creation: mark these in the Hope section of your character sheet.
Any time you “roll with Hope” on your Duality Dice—meaning your Hope die rolled higher than your Fear
die—you will gain an additional Hope (to a maximum of five). During the game, you can use your Hope to
help allies, apply your life experiences to challenges, and empower your spells and abilities.
If you instead “roll with Fear” on your Duality Dice—meaning your Fear die rolled higher than your Hope
die—the GM records this in their notes, and they can later spend that Fear on certain effects. Sometimes
a Fear roll also introduces other complications into a scene (even if you succeed on your roll).
For more information on Hope and Fear, see “Rolling Hope and Fear” in part 2.
You can find weapon suggestions at the top of your character guide, but if you’d like to choose your own,
you can find all starting (Tier 0) weapons in “Primary Weapons” and “Secondary Weapon Tables” in part 2.
(These are also available as a separate sheet to print out for your table in [section pending].)
At Level 1, your Proficiency is 1—this means you’ll generally roll one damage die for your weapon attacks.
This is recorded in the “Active Weapons” section of your character sheet. When you equip weapons on
your character, record their details in that section as well. See “Using Weapons” in part 2 for more details
on using weapons.
Tip: On your character sheet in the section labeled “Damage Dice & Type,” record your damage dice with the
Proficiency value already written in (like “1d6” instead of “d6”), reminding you how many weapon dice to roll.
Whenever you increase your Proficiency, also increase the number of dice in the Damage Dice section to
reflect this change.
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When you equip armor on your character, record its details in the Active Armor section of your character
sheet, then in the Armor box at the top left of your character sheet, record your Armor Score. Your
Armor Score includes your armor’s base value plus any permanent bonuses you have to your armor from
other abilities.
When you take damage, you can fill a box next to your Armor Score, then reduce the damage by your
Armor Score. (You can even check multiple boxes to negate more damage from a single attack). See
“Using Armor” in part 2 for more details on using armor.
Record these items in the “Inventory” section of your character sheet. You can be creative with how you
use these items, though this is subject to GM discretion. In general, your equipment is available for you to
use during your adventures in any way that fits your shared story.
You may also talk to your GM about any other items you’d like to have at the start of the game. In general,
items that don’t provide a mechanical benefit and that make sense for the character you’re playing should
be permitted, and there aren’t rules limiting your inventory to a certain size, but your GM always makes
the final call.
The decisions you make about your background are purely narrative, but they can deeply impact the kind
of character you’re playing and the story the GM might prepare for your adventures. Over the course of
character creation, feel free to adjust some mechanical choices you’ve made in earlier steps, allowing
them to better reflect this background as the shape of your character comes into clearer focus.
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If you are planning to play in a campaign, once you finish the background questions, you can continue
developing your character in whatever way works best for you. There are many character backstory tools
you may wish to use—just remember to give the GM your backstory as well so that they can work any
people, places, or ideas from it into the campaign they’re running. You may also choose not to do any
more background work, instead finding out more about your character as you play. Whatever you find fun
and allows you to play your character in a way that feels appealing and exciting is what you should lean
into.
You start with two Experiences at character creation (one with a +2 modifier, the other with +1), and you’ll
earn more throughout your adventures. Before choosing, you’ll want to have a solid idea of who your
character is; the Backstory questions are especially helpful with this. When you’re ready, work with your
GM to pick two Experiences that have shaped your character.
There’s no set list of Experiences to choose from (though some examples are offered below). Instead,
choose a word or phrase that embodies something distinctive about your character. Each Experience
should be specific. For example, “Talented” or “Focused” are too broad, as they can be applied to almost
any situation; instead you might use “Swashbuckler” or “Magic Studies”. Additionally, your Experience
can’t give you spells or specific game abilities. For example, “Take Flight” or “One-Hit Kill” are too
mechanically-oriented; you might consider “Acrobatics” or “Assassin” instead.
You are also encouraged to add flavor to your Experience to give it more varied use in play. For example,
instead of just “Assassin,” you could choose something like “Assassin of the Sapphire Syndicate.” This kind
of detail gives your GM an exciting faction to weave into the campaign, and also makes it easier to use
this Experience outside combat. For example, if you encounter an ally of the Syndicate, you might be
particularly adept at negotiating with them based on your Experience.
Experience Examples
Backgrounds like: Bodyguard, Con Artist, Merchant, Noble, Pirate, Scholar, Thief
Specialties like: Magical Historian, Navigator, Sharpshooter, Swashbuckler, Mapmaker
Skills like: Barter, Repair, Tracking, Quick Hands, Incredible Strength
Phrases like: Chef to the Royal Family, I Won’t Let You Down, Street Doctor, This Is Not A
Negotiation, I’ll Catch You
Once you’ve worked with the GM to decide what your two starting Experiences are, record them in the
Experience section of your character sheet; assign +2 to one (likely the one that’s most impacted you),
and +1 to the other.
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Tip: If you’re not sure what Experiences to take, consider the style of the campaign you’re playing in and the
actions you’ll want to perform. In a standard, battle-focused campaign, it’s never a bad idea to take your first
Experience in something that will help you with combat and your second Experience in something outside of
combat. As a Warrior, you might choose “Battle Commander” as your first Experience and “I’ve Got Your
Back” as your second—both of these could be useful in combat situations, but aren’t necessarily restricted to
them. As a Wizard, you might choose to take something like “Mage’s Apprentice” and “Inconspicuous”-- the
“Mage’s Apprentice” will definitely help in casting spells, but could also make you good at analyzing magical
effects or ancient scrolls. “Inconspicuous” could keep you out of the limelight back in town so you may be able
to perform more clandestine actions where others would normally draw attention to themselves.
Using Experiences
Any time you make an action roll (see “Action Rolls” in part 2), if you feel like an Experience could help you
succeed, you can spend a Hope to add its modifier to your roll. Sometimes, you might feel like more than
one of your Experiences is a good fit for the situation (for example, if you’re trying to sneak past a guard
in the dark, and your Experiences include “I Live in the Shadows” and “Stealthy”). If it fits the story, you
can apply more than one Experience modifier to a roll, spending a Hope for each.
Changing Experiences
You’ll have the opportunity to gain new Experiences as you gain levels (see “Leveling Up” in part 2). But
you’re also not stuck with the ones you’ve already chosen, if you later discover during play that an
Experience you previously chose isn’t feeling right anymore. For example, the GM might notice that the
way you’re using the Experience isn’t a good fit for your group’s collaborative story. Or you might feel one
of the choices you made doesn’t match how you’ve come to understand your character. That’s totally
okay! When you or your GM realize this, work together to find the Experiences that best reflect the kind
of character you’re intending to play, and the kind of actions that character would be good at because of
their history and perspective.
Each class in Daggerheart is formed by combining two of these Domains —for example, the Warrior is
Blade & Bone, the Druid is Sage & Arcana, and the Rogue is Midnight & Grace. This combination is noted
on the top of your character sheet, and the colors and symbols are found on your Class Foundation card.
To create your new character, look at all of the Level One cards from your class’s two domains and
choose two to begin the game, returning the rest to their respective decks. You might take one from each
Domain, or choose two from a single domain, whatever you prefer. These cards grant you special spells
and abilities; you’ll be able to choose another each time you gain a level.
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Shared Domains
Every class shares its domains with at least one other class. For example, Blade is shared between
Guardian and Warrior, Sage is shared between Druid and Ranger, and Grace is shared between Bard and
Rogue. If a fellow player’s class has the same Domain as yours, you’re encouraged to coordinate with
them and choose different cards from that Domain Deck (even if your group has multiple copies). This
gives everyone a chance to shine with their own special abilities. However, if the GM and players agree,
feel free to make an exception. Sharing cards is especially common when more than one player chooses
the same class, or when three (or more) players share the same Domain. As always, it comes down to
open communication between the players and the GM.
Once all players feel comfortable with their finished (or almost-finished) characters, summarize your
characters for each other. At minimum, share your Name, Pronouns, Character Description, Experiences,
and the answers to your Background Questions, but feel free to include other details you’d like the
players to know.
Once everyone has shared who they’ll be playing, work together to decide how your characters are
connected and how you feel about each other. The Connections section of your character guide provides
inspiration for these connections— it is recommended you pick at least one question to ask another PC—
but you’re welcome to create new questions. You can always turn down a question or relationship from
another player if it’s not a good fit or not a relationship you’re interested in exploring. While it’s great to
create Connections with every player, it’s perfectly okay if you’re not sure about some of them yet— you
can always discover your relationships through play. These Connections are just a starting block to build
on during the game.
After Connections are complete, you’re ready to play! The remainder of Part 1 contains resources to use
when building your character, such as information on domains, classes, ancestries, and communities. Part
2 presents the rules you’ll use to play the game.
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Example Character
This section provides an example of how a finished character sheet might look. If you’d rather not go
through all steps of character creation, feel free to use the details on this sheet as inspiration for your
own character, changing any details you wish.
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Domains
Domains are the core themes that make up each class. The combination of two domains forms the basis
for each class’s abilities and spells, which you’ll gain from your domain cards. Below, you’ll find
explanations for each of the nine domains.
Arcana
This is the domain of the innate or instinctual use of magic. Those who walk this path tap
into the raw, enigmatic forces of the realms to manipulate both the elements and their
own energy. Arcana offers wielders a volatile power, but it is incredibly potent when
correctly channeled.
Blade
This is the domain of those who dedicate their lives to the mastery of weapons. Whether
by blade, bow, or perhaps a more specialized arm, those who follow this path have the
skill to cut short the lives of others. Blade requires study and dedication from its
followers, in exchange for inexorable power over death.
Bone
This is the domain of mastery of swiftness and tactical mastery. Practitioners of this
domain have an uncanny control over their own physical abilities, and an eye for
predicting the behaviors of others in combat. Bone grants its adherents unparalleled
understanding of bodies and their movements in exchange for diligent training.
Codex
This is the domain of intensive magical study. Those who seek magical knowledge turn to
the recipes of power recorded in books, on scrolls, etched into walls, or tattooed on
bodies. Codex offers a commanding and versatile understanding of magic to those
devotees who are willing to seek beyond the common knowledge.
Grace
This is the domain of charisma. Through rapturous storytelling, clever charm, or a shroud
of lies, those who channel this power define the realities of their adversaries, bending
perception to their will. Grace offers its wielders raw magnetism and mastery over
language.
Midnight
This is the domain of shadows and secrecy. Whether by clever tricks, or cloak of night
those who channel these forces are practiced in that art of obscurity and there is nothing
hidden they cannot reach. Midnight offers practitioners the incredible power to control
and create enigmas.
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Sage
This is the domain of the natural world. Those who walk this path tap into the unfettered
power of the earth and its creatures to unleash raw magic. Sage grants its adherents the
vitality of a blooming flower and ferocity of a hungry predator.
Splendor
This is the domain of life. Through this magic, followers gain the ability to heal, though
such power also grants the wielder some control over death. Splendor offers its disciples
the magnificent ability to both give and end life.
Valor
This is the domain of protection. Whether through attack or defense, those who choose
this discipline channel formidable strength to protect their allies in battle. Valor offers
great power to those who raise their shield in defense of others.
Domain Cards
At character creation and as your character levels up, you’ll gain increasingly powerful domain cards,
which provide abilities and spells you can utilize during your adventures.
Card Elements
Each domain card is composed of five elements: level, domain, recall cost, type, and effect.
Level & Domain. These are located on the top left of the card. When you
get a chance to choose new domain cards, you can’t choose one with
a level higher than your own.
Recall Cost. The top right of the card lists a number next to a lightning
bolt symbol. This is the card’s Recall Cost. Once you reach level 5,
you’ll have more cards than you do space in your loadout (see
“Loadout and Vault”). When you want to move a card from your vault
to your loadout, you’ll either need to do so during downtime, or mark
the number of Stress indicated on the card to swap it immediately.
Type. Each card’s type appears in the center of the card. There are three
types of domain cards: abilities, spells, and grimoires. Abilities are
typically mundane in nature, as opposed to Spells, which are magical
in nature. Grimoires are unique to the Codex domain and are a
collection of smaller spells bundled together. Some game mechanics
only apply to one of these types of cards.
Effect. The text on the bottom half of the card describes its effect,
including any special rules you need to follow when you use that card.
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Using a Domain Card
Some of your domain cards provide moves you can make, like a unique attack or a spell you cast. Others
may be passive benefits that always apply while you hold that domain card. There are also domain cards
that provide additional options during downtime or social encounters, while others give a one-time
benefit then are removed from the game.
Unless a card states otherwise, you don’t remove it from your loadout after you benefit from it. You can
use most cards in your loadout as many times as you wish.
Some domain cards have an exhaustion limit that restricts how often you can use that card (for example,
once per short rest). If you use that card, you’ll need a way to remember that it’s temporarily unavailable;
you might choose to take that card out of your hand and place it face down on the table, turn it around,
or any other method to remind yourself that you’ve already used it. If a card allows for a certain number
of uses, you could place a token on it each time it’s activated to remind yourself how many times you’ve
done so.
Cards in your loadout can be held in your hand or placed on the table next to your character sheet; do
whatever makes it easiest to access them. Any cards in your loadout are considered active and can be
utilized or benefitted from during play.
Your vault holds any domain cards that are inactive and not currently in your loadout. Vault cards should
be kept somewhere out of the way, but close enough that they’re available if they need to be accessed
during a session.
Swapping Cards
If you want to switch a card from your vault into your loadout, you can do so immediately by marking
Stress equal to that card’s Recall Cost. When you do, switch it for another domain card, placing the other
card into your vault.
If adjusting your loadout during a short or long rest (see “Downtime” in part 2), you don’t need to pay the
Recall Cost. Similarly, if your loadout is full when you level up and gain a new card, you can immediately
move one of the previously active cards into your vault, and add the new card to your current loadout at
no cost.
If an effect tells you to place a card permanently in your vault, that card is essentially removed from play.
You can’t move such a card back into your loadout by any means.
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Class
During character creation, you’ll choose one of the classes in this section, along with one of its
subclasses. Your chosen class grants the following features:
Domains. Each class lists which two domains serve as the basis for its abilities. This determines which
domain decks you can choose cards from during character creation and when leveling up.
Starting Evasion Score. Each class has its own starting Evasion score (see “Evasion”). When the GM
makes an attack roll against you, this is the number they need to meet or beat in order to hit.
Damage Threshold. Each class has a unique Damage Threshold (see “Damage Thresholds and Hit Points”
in part 2). These determine how strong your class is against incoming attacks.
Class Items. Each class has a unique set of items they begin the game with.
Class Feature. Each class has a unique move (or set of moves) you can utilize during play.
Spellcast Trait. If you’re a spellcaster, this is the character trait your subclass uses any time you’re
required to make a spellcast roll.
Foundation Feature. This feature is the unique move you gain from your subclass’s Foundation card.
Specialization Feature. As you gain levels, you’ll have a chance to choose your subclass’s Specialization
card, gaining a unique move (or set of moves) from it.
Mastery Feature. As you gain levels, you’ll have a chance to choose your subclass’s Mastery card, gaining
a unique move (or set of moves) from it.
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Bard
Those who become bards are truly the most charismatic members of all the realms. Members of this class
are masters of captivation and may specialize in any of a variety of performance types, including: singing,
playing musical instruments, weaving tales, or telling jokes. Whether performing to an audience or
speaking to an individual, bards will excel. There are many schools and guilds where members of this
profession come together to bond and train, but there is a fair amount of ego within those of the bardic
persuasion. While they may be the most likely to bring people together, a bard of ill temper can just as
easily tear a party apart.
DOMAINS
Grace & Codex
DAMAGE THRESHOLDS
Minor 3, Major 8, Severe 13
CLASS ITEMS
A Romance Novel or a Letter Never Opened
CLASS FEATURE
Rally
At the beginning of a session, place a d6 on your character sheet with the lowest number (1) facing up.
When anyone in your party rolls with Fear, turn the Rally die to increase its value by one. When you
would increase the value above 6, remove the die, describe how you rally the party, and give every
character who listens a 1d6 Rally die. They can spend this die to roll it and add the result to any action
roll, reaction roll, or damage roll.
If your Rally die hasn’t finished this countdown by the end of a session, distribute the current value shown
on the die as Hope amongst your party, splitting it any way you choose, and remove the die.
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BARD SUBCLASSES
If you’re creating a bard, choose either the Wordsmith or Troubadour subclass.
Wordsmith
Play the Wordsmith if you want to be persuasive and powerful using clever wordplay.
Spellcast Trait: Presence
Foundation Features
Heart of a Poet: Once per short rest, when speaking to a person you're trying to impress, persuade, or
offend, if you use at least three rhyming words, you may add 1d6 to the Action Roll against them.
Rousing Speech: Once per long rest, you can give a heartfelt, inspiring speech. All allies that can hear you
clear a Stress.
Specialization Feature
You know your moving words can boost the morale of the group. When you use your skills as linguist to
raise a member of your group up, once per session you can do one of the following:
● Allow them to find a mundane object or tool they need.
● Help an Ally by spending a Hope as usual, but roll a d8 instead of a d6 for your advantage die.
● Give them an additional Downtime activity during a rest.
Mastery Feature
The Rally die you distribute increases to a d10.
In addition, whenever you Help an Ally, when you narrate the moment as if you were writing the tale of
their heroism in a memoir, your advantage die to help them is a d10.
Troubadour
Play the Troubadour if you want to play music to bolster your allies.
Spellcast Trait: Presence
Foundation Feature
When you select this Foundation, describe the instrument you use to produce music. You may perform
each song once per long rest:
When you perform a relaxing song during a moment of calm, you and any close allies heal 1 Hit Point.
When you perform an epic song during battle, make a target temporarily Vulnerable.
When you perform a heartbreaking song at any time, you and any close allies take a Hope.
Specialization Feature
Your rallying songs also help steel the courage of those who listen. Anybody who receives a Rally die from
you via your Rally ability can also choose to either gain a Hope or clear a Stress.
Mastery Feature
Your craft rivals the greats, your skill and creativity unbounded. You may perform each of your
Foundation songs an additional time per long rest.
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LEVEL UP OPTIONS
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Druid
Becoming a druid is more than an occupation, it’s a calling to those who wish to learn from and protect
the magic of the wilderness. Those druids who practice the often quiet work of channeling flora are likely
to be underestimated; while those who channel the brutal forces of animals may be a terrifying thing to
behold. Druids are known to cultivate their abilities in small groups, often connected by a specific ethos
or locale. Through years of study and dedication, druids can learn to transform into beasts and shape the
earth and all its organisms.
DOMAINS
Sage & Arcana
DAMAGE THRESHOLDS
Minor 4, Major 9, Severe 14
CLASS ITEMS
A Small Bag of Rocks & Bones OR a Strange Pendant Found in the Dirt
CLASS FEATURES
Wildtouch
You can perform harmless, subtle effects that involve nature at will. (Ex: causing a flower to rapidly grow,
summon a slight gust of wind, start a campfire, etc)
Beastform
Also take the Beastform sheet (available on page here). Mark a Stress to transform into a magical creature
equal to your level or lower from the available options. You lose the use of your abilities, weapons, armor,
and domain cards but gain the features and trait bonus of the creature. You can drop out of this form at
any time.
DRUID SUBCLASSES
If you’re creating a druid, choose either the Warden of the Elements or Warden of Renewal subclass.
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Foundation Feature
Elemental Incarnation: Mark a Stress to embody an elemental spirit from the list below, lasting for up to 1
hour or until you use this ability again. This ability can be used during (and overlap with) Beastform.
Fire: When an enemy in melee range deals damage to you, they take 1d10 magic damage.
Earth: You gain +2 to your Armor Score.
Water: When you deal damage to an enemy in melee range, all other very close enemies mark a
Stress.
Air: You can hover two feet up, gaining advantage on Agility rolls.
Specialization Feature
Once per short rest, while in Elemental Incarnation, you can give the area within close range of you an
effect from the list below in accordance with that element. This effect follows you until you take Severe
damage or the GM spends Fear to end it.
Fire: Whenever an enemy marks one or more Hit Points, they also take a Stress.
Earth: You and your allies gain +1 Armor Score.
Water: After an enemy acts, you can spend a Hope to move them anywhere within close range to
them.
Air: If you or an ally get damaged by a ranged attack, reduce it by 1d8.
Mastery Feature
When you use your Elemental Incarnation, you further embody the spirit and gain the additional benefits
below based on the element chosen.
Fire: When you deal damage with an attack or spell, you are at +1 Proficiency.
Earth: When you mark an Armor Slot, roll 1d6. On a 5-6, you may clear an Armor Slot.
Water: When you are hit by an attack, you can take a Stress to make the attacker Vulnerable.
Air: You gain +1 Evasion and can fly.
Warden of Renewal
Play the Warden of Renewal if you want to use powerful magic to heal your party members.
Spellcast Trait: Instinct
Foundation Features
Clarity of Nature: Once per long rest, you may create a space of natural serenity around you. After
spending a few minutes resting within the space, you can clear Stress equal to your Instinct trait,
distributed as you choose between you and your allies.
Regeneration: Touch a creature and spend 3 Hope to heal 1d4 of their Hit Points.
Specialization Feature
You may use any of your Foundation features while in Beastform.
Once per long rest, you may target yourself or an ally in close range to clear a number of Armor Slots
equal to your Instinct.
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Mastery Feature
Your animal transformation embodies a healing guardian spirit. While you are in Beastform, when an ally
within close range marks 2 or more Hit Points, you can mark a Stress to reduce the amount of Hit Points
they mark by 1.
LEVEL UP OPTIONS
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Guardian
Guardians represent an array of martial professions, and such a title speaks more to their moral compass
and incredible fortitude than the means by which they fight. Those of this class may choose to join groups
of militants, for either a country or cause, but guardians are more likely to follow those few they truly
care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against
overwhelming odds, and are more likely to utilize defensive tactics that protect their cohort than charge
forward with abandon. Woe be unto those who harm the ally of a guardian, as they will not soon forget
such a grievance.
DOMAINS
Valor & Blade
DAMAGE THRESHOLDS
Minor 6, Major 11, Severe 16
CLASS ITEMS
A Stone Totem from Your Mentor OR a Secret Key
CLASS FEATURE
Unstoppable
Once per Long Rest, you can become Unstoppable. Your Unstoppable die begins as a d4. Place it on your
character sheet in the designated section of your Class Features, starting with the die’s highest value
facing up. While Unstoppable, you:
● Gain resistance to physical damage.
● Add an additional d6 to any damage rolls you make.
● Can spend stress to reroll any single die you’ve rolled.
Anytime you roll your damage dice, reduce the Unstoppable die value by one. When you would reduce
the value below 1 or the scene ends, remove it and drop out of Unstoppable. At Level 3, upgrade your
Unstoppable die to a d6. At Level 7, upgrade it to a d8.
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GUARDIAN SUBCLASSES
If you’re creating a guardian, choose either the Stalwart or Vengeance subclass.
Stalwart
Play the Stalwart if you want to take heavy blows and keep moving.
Foundation Feature
When you take this foundation, raise all of your Damage Thresholds by +2.
When you take physical damage, you may spend a Hope instead of marking an Armor Slot to reduce the
damage by your Armor Score.
Specialization Feature
When you take this specialization, raise all of your Damage Thresholds by +1.
When an ally within very close range takes damage, you can mark an Armor Slot to reduce the damage by
your Armor Score.
Mastery Feature
When you take this mastery, raise all of your Damage Thresholds by +2.
When an ally within close distance has 2 or less Hit Points and takes damage, you can immediately mark a
Stress to sprint to their side and take the damage instead.
Vengeance
Play the Vengeance if you want to strike down enemies that hurt you or your allies.
Foundation Feature
Gain an additional Armor Slot immediately.
When you are hit by an enemy in melee range and use at least one Armor Slot to reduce the damage,
immediately do damage to them equal to your Armor Value.
Specialization Feature
When an enemy damages an ally within melee range, the next successful attack you make against that
enemy has +1 Proficiency.
Mastery Feature
Spend a Hope to mark an enemy until your next rest. When you make an Attack Roll against an enemy
you have marked in this way, you can adjust your Hope or Fear die by +1.
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LEVEL UP OPTIONS
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Ranger
Rangers are highly skilled hunters who, despite their martial abilities, will rarely lend their skills to an
army. Through mastery of the body and a deep understanding of the wilderness, rangers transform
themselves into sly tacticians, accustomed to fighting without the aid of an organized military force.
Many rangers do, however, fight alongside an animal companion, with whom they’ve forged a powerful,
spiritual bond. By honing their skills in the wild, rangers become expert hunters and trackers, and are as
likely to catch their foes in a trap as assail them head-on.
DOMAINS
Bone & Sage
DAMAGE THRESHOLDS
Minor 4, Major 9, Severe 14
CLASS ITEMS
A Trophy From Your First Kill OR a Seemingly Broken Compass
CLASS FEATURE
Ranger’s Focus
Spend Hope and make an attack with your weapon. On a success, you temporarily have Focus on the
target along with doing damage from the attack.
While focused:
● You know precisely what direction they are in.
● All damage rolls you make against them add +1d6.
● On a missed attack you make against them, you may end Ranger’s Focus to reroll your Duality
Dice and take the new result.
You may only hold Ranger’s Focus on one creature at a time.
RANGER SUBCLASSES
If you’re creating a ranger, choose either the Wayfinder or Companion subclass.
Wayfinder
Play the Wayfinder if you want to hunt your prey using deadly force.
Spellcast Trait: Agility
Foundation Features
Apex Predator: Mark a Stress to increase your Proficiency by +1 when rolling damage. When you deal
damage to an enemy, you can never hit below their minor threshold.
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Path Forward: When you're headed for a place you've previously visited, or you carry an object with you
that has been there before, you can identify the shortest, most direct path to your destination.
Specialization Feature
When a creature that is marked by your Ranger's Focus attacks you, your Evasion is increased against the
attack by a number equal to your Agility trait.
Mastery Feature
When you make an Attack Roll against an enemy marked by your Ranger’s Focus, you may spend a Hope
before the roll. On a success, you remove one Fear from the GM's Fear Pool.
Companion
Play the Companion if you want to form a deep bond with an animal ally.
Spellcast Trait: Agility
Foundation Feature
You have an animal companion of your choice (at GM's discretion).
Take the Ranger Companion sheet. Whenever you level up your character, also choose a level up option
for your companion from this sheet.
Specialization Feature
When you take this Specialization, gain an additional level up option for your companion immediately.
When an enemy attacks you while in melee with your Ranger Companion, you gain +2 Evasion against the
attack.
Mastery Feature
When you take this Specialization, gain 2 level up options for your companion immediately.
Once per long rest, if you and your companion are within close range of each other when the damage
from an attack would take you or your companion out of the fight, the other may immediately rush to
their side and take that damage instead.
LEVEL UP OPTIONS
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Rogue
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best
among this class move through the world entirely unknown. Utilizing their sharp wit and blade, rogues
may trick their foes through social manipulation as easily as breaking locks or climbing through windows.
Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone heavily-guarded
skills, proving that the phrase “there’s no honor among thieves” is just another lie added to their arsenal.
DOMAINS
Midnight & Grace
DAMAGE THRESHOLDS
Minor 4, Major 9, Severe 14
CLASS ITEMS
Forgery Tools OR a Grappling Hook
CLASS FEATURES
Hide
When you move into a location where no enemies can see you, you are Hidden (you are unable to be
directly targeted by attacks and any rolls against you at disadvantage). As a Rogue, when you are Hidden,
targets also can’t see you, even if they move into line of sight. You are no longer Hidden after you move or
attack. When you leave Hidden to make an attack, the roll has advantage.
Sneak Attack
If you have advantage on an attack roll, or an ally is in melee with your target, always add a d8 to your
damage roll. When you use Sneak Attack, you may also spend any number of Hope before the attack roll,
and if it is successful, also add a number of d8 equal to the Hope spent.
ROGUE SUBCLASSES
If you’re creating a rogue, choose either the Syndicate or Nightwalker subclass.
Syndicate
Play the Syndicate if you want to know somebody helpful everywhere you go.
Spellcast Trait: Agility
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Foundation Feature
When you arrive in a heavily populated town or city, you know somebody that calls this place home. Give
them a name, note how you think they could be useful, and choose one from the list below:
● They owe me a favor, but they will be hard to find.
● They’re going to ask for something in exchange.
● They’re always in a great deal of trouble.
● We used to be together. It’s a long story.
● We didn’t part on great terms.
Specialization Feature
Once per session, you can briefly call forth a shady contact. Immediately choose one of the benefits
below and describe the flashback that brought them here to help you in this moment:
● They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
● When making an Action Roll, their help lets you shift your Hope or Fear die by +3.
● When dealing damage, they snipe from the shadows, adding 2d8 damage to your damage roll.
Mastery Feature
You can now use your Specialization Feature three times per session. You can also choose from the
following options when you use it:
When you mark 1 or more Hit Points, a contact rushes out to shield you, reducing the Hit Points marked
by 1.
When you make a Presence Roll in conversation, they back you up. Your Hope die becomes a d20 for the
roll.
Nightwalker
Play the Nightwalker if you want to use the cover of shadow to navigate your environment.
Spellcast Trait: Agility
Foundation Feature
Shadow Stepper: You can move from shadow to shadow. When you step into the shadow cast by another
person or object, or an area of darkness, mark stress to disappear from where you are and reappear inside
of any other shadow within far range.
Specialization Feature
Dark Cloud: Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area
within close distance of you. Anyone in this cloud can’t see outside of it, and anyone outside of it can’t see
in. You are considered Cloaked from any enemy it blocks line of sight from.
Slippery: You may spend Hope to immediately slip out of anything that is physically keeping you from
moving.
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Mastery Feature
Gain +1 to your Evasion permanently, and your ability to shadow step now works at very far range.
Cloaked: At any time, you can mark stress to make yourself cloaked. While cloaked, you take all the
benefits of the hidden condition and automatically lose the vulnerable and restrained condition if you
have them. Cloaked only drops when you make a roll with Fear, or at your next rest.
LEVEL UP OPTIONS
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Seraph
Divine fighters and healers appointed by their god, seraphs are imbued with sacred purpose. A wide array
of deities exist within the realms, and thus there are numerous different types of seraph. The ethos of
each member of this class traditionally aligns with the domain of their god including such missions as:
defending the weak, enacting vengeance, protecting a land or artifact, and upholding a faith. Some
seraph ally themselves with an army or locale, much to the satisfaction of their rulers, but some of these
crusaders fight in opposition to the follies of the Mortal Realm. It is better to be an ally to a seraph, as
they are terrifying foes to those who defy their purpose.
DOMAINS
Splendor & Valor
DAMAGE THRESHOLDS
Minor 5, Major 10, Severe 15
CLASS ITEMS
A Bundle of Offerings OR a Sigil of Your God
CLASS FEATURE
Prayer Dice
At the beginning of a session, roll a number of d4 dice equal to your Spellcast trait and store them to the
right. You can exhaust them at any time to use their value in reducing incoming damage, adding to a roll
result, or exchanging for that many Hope you may give to any player. Clear these dice at the end of a
session.
SERAPH SUBCLASSES
If you’re creating a seraph, choose either the Winged Sentinel or Divine Wielder subclass:
Winged Sentinel
Play the Winged Sentinel if you want to take flight and strike hard from the sky.
Spellcast Trait: Strength
Foundation Feature
You may spend a Hope to take flight until your next roll with Fear. While flying, do an additional 1d8
damage to any weapon attack you make. You may spend an additional Hope to pick up and carry another
creature that is approximately your size or smaller.
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Specialization Feature
Your supernatural visage strikes awe and fear. You have advantage on Presence Rolls while in flight, and if
you succeed on this Presence roll with Hope, you may remove a Fear from the GM's Fear Pool instead of
taking Hope.
Mastery Feature
When you take this mastery, raise your Severe Damage Threshold by +4 immediately.
While in flight, the additional damage you deal with a weapon attack through your Winged Sentinel
Foundation increases to 1d12.
Divine Wielder
Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.
Spellcast Trait: Strength
Foundation Features
Spirit Weapon: When you have a melee weapon equipped, it can fly from your hand to strike an enemy
and return to you. Treat it as though it is a weapon with close range. Mark a Stress to also apply this
attack to another target in range on the same Attack Roll.
Sparing Touch: Once per long rest, you can touch a creature and heal 2 Hit Points or 2 Stress.
Specialization Feature
When you take this Specialization, gain an additional Armor Slot immediately.
Your Sparing Touch can now be used one additional time per long rest.
Mastery Feature
When you roll damage for your Spirit Weapon, if any of your damage dice values match, roll an additional
damage die per match (8 and 8 rolls +1 die. 5, 5, and 5 rolls +2 dice, etc). Do not count any of these
additional dice towards matching.
LEVEL UP OPTIONS
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Sorcerer
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers.
The gifts of these wielders is passed down through families, though not all families are aware of, much
less choose to practice, their unique skills. A sorcerer’s abilities can range from the elemental, to the
illusionary, and beyond, and many members of this class will band together into collectives based on their
talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to
control and hone the power one already possesses. The magic within a misguided or uneducated sorcerer
is a dangerous force indeed.
DOMAINS
Arcana & Midnight
DAMAGE THRESHOLDS
Minor 3, Major 8, Severe 13
CLASS ITEMS
A Whispering Orb OR a Family Heirloom
CLASS FEATURES
Arcane Sense
You can sense the presence of magical people and objects when you’re close to them.
Minor Illusion
Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within
close range that is convincing to anyone in far range or further.
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SORCERER SUBCLASSES
If you’re creating a sorcerer, choose either the Primal Origin or Elemental Origin subclass.
Primal Origin
Play the Primal Origin if you want to modify your spells in powerful ways.
Spellcast Trait: Instinct
Foundation Feature
Your primal origin allows you to modify the essence of magic itself. When you cast a spell or use a
weapon that deals magic damage, you may mark a Stress to do any of the following:
● Extend its reach by one range.
● Add +2 to the action roll result.
● Reroll any number of Damage Dice.
● Hit an additional target within range with the spell.
Specialization Feature
You can enhance the magical practices of others with your essence. When you Help an Ally on a Spellcast
Roll, the advantage die you roll is 1d8. After you help them make their Spellcast Roll, once per long rest,
you can swap the values of their Duality dice.
Mastery Feature
You can gather magical energy to enhance your capability. You may become "charged" after taking magic
damage, or after spending 2 Hope to do so. When you successfully cast a spell while "charged", you may
become no longer "charged" to either gain +2 Proficiency or +2 Evasion Roll Difficulty for that spell.
Elemental Origin
Play the Elemental Origin if you want to use raw elemental magic in creative ways.
Spellcast Trait: Instinct
Foundation Feature
Your elemental origin lets you manipulate and shape a certain kind of element.
Choose one: WATER · FIRE · AIR · LIGHTNING · EARTH
You can channel this element into unique, harmless effects. You may also spend a Hope to describe how
your control over this element helps a current action you’re attempting, and either add +2 to the action
roll before making it or +3 to the damage.
Specialization Feature
You can call forth your chosen element to protect you from harm. When you are attacked, you may spend
a Stress to describe how your element is channeled to defend you and add 1d8 to your Evasion against the
attack.
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Mastery Feature
Once per long rest, you can transform into an elemental form of your chosen element. When you do,
describe your transformation and choose two of the following features to gain until your next short rest:
● +4 to your Severe Threshold.
● +1 to a Character Trait of your choice
● +1 Proficiency
● +2 to your Armor Score
● +2 Evasion
LEVEL UP OPTIONS
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Warrior
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of violence
and weapons. While many who seek to fight only hone their strength, warriors understand the
importance of an agile body and mind, making them some of the most sought after fighters across the
realms. Many warriors will find employment within an army, band of mercenaries, or even within a royal
guard, but their potential is wasted in any position where they cannot continue to hone and expand their
skills. Warriors are known to have a favored weapon, and to come between one of this class and their
blade would be a grievous mistake.
DOMAINS
Blade & Bone
DAMAGE THRESHOLDS
Minor 5, Major 10, Severe 15
CLASS ITEMS
The Drawing of a Lover OR a Sharpening Stone
CLASS FEATURES
Battle Strategist
Whenever you are making a roll to physically hinder a creature that isn’t a weapon attack (shove, trip,
grapple, etc) you can spend a Hope to have advantage. On a success, you can choose to deal 1d8 physical
damage to the target.
Combat Training
Ignore burden when equipping weapons, and you may place primary weapons in your secondary weapon
slot. Always add additional physical damage equal to the value of your Level when you attack.
WARRIOR SUBCLASSES
If you’re creating a warrior, choose either the Call of the Slayer or Call of the Brave subclass.
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Foundation Feature
On a roll with Hope, you may choose to place a single d6 on this card instead of taking a Hope. You can
store a number of d6 equal to your proficiency, and can pick up any number of these dice and roll them
when making an Attack or Damage Roll to add their value to your total. Discard any you use this way. At
the end of a session, clear any remaining dice on this card and gain that many Hope.
Specialization Feature
You can wield multiple weapons with dangerous ease. When you make a successful Attack Roll, you may
spend a Hope to add one weapon damage die from your secondary weapon to the damage.
In addition, once per long rest, when you roll your Slayer dice, you can reroll any 1s once, taking the new
result.
Mastery Feature
You have become an inspirational warrior to all who travel with you. You gain a new Downtime option
called Martial Preparation.
Martial Preparation: Describe how you instruct and train with your party and gain 1d6 Slayer dice to
distribute between you and your allies. Allies can use these Slayer dice to enhance their own weapon
Attack or Damage rolls.
Foundation Feature
When you fail a roll with Fear, you gain a Hope.
Once per long rest, before you attempt something incredibly dangerous or face off against a foe who
clearly outmatches you, describe what ritual you perform or preparation you make to clear 2 Stress and
gain 2 Hope.
Specialization Feature
You are vigilant in the face of mounting danger.
While you have 2 Hit Points available or less, your Hope die becomes a 1d20.
Mastery Feature
Your unbending courage is a rallying point for your allies. You can initiate a Tag Team Roll twice per
session.
When an ally wishes to initiate a Tag Team Roll with you, they only need to spend 2 Hope to do so.
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LEVEL UP OPTIONS
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Wizard
Those who acquire their magical power through years of study are known as wizards. Whether through
an institution or individual study, wizards use a variety of tools—including books, scrolls, or ancient
tablets—to hone their craft. Often, wizards will dedicate their life to the mastery of a particular school of
magic, while others will attempt to learn from a wide variety of disciplines. Many wizards go on to
become wise and powerful figures in their communities, advising rulers, providing medicines, and even
leading war councils. While all members of this class work toward the common goal of collecting magical
knowledge, it is very often that wizards have the most conflict within their own ranks; as the acquisition,
keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in thousands upon
thousands of deaths.
DOMAINS
Codex & Splendor
DAMAGE THRESHOLDS
Minor 2, Major 7, Severe 12
CLASS ITEMS
A Book You’re Trying to Translate OR a Tiny & Harmless Elemental Pet
CLASS FEATURES
Prestidigitation
You can perform harmless, subtle magical effects at will. Examples might include changing an object’s
color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small
object, etc.
Strange Patterns
Choose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a
stress. You may change this number on any long rest.
WIZARD SUBCLASSES
If you’re creating a wizard, choose either the School of Knowledge or School of War subclass:
School of Knowledge
Play the School of Knowledge if you want to have incredible knowledge of the magical world around you.
Spellcast Trait: Knowledge
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Foundation Feature
You’ve gained priceless knowledge through great study. When you face off against something of great
magical power, you may spend a Hope and ask the GM what you know about it that could help you here.
They will tell you something useful or interesting about it.
Adept: You may mark a Stress instead of spending a Hope to use an Experience on a roll. If you do, double
the Experience modifier when you add it.
Specialization Feature
When you take this Specialization, you may change an existing Experience you have, then add +1 to one of
your Experiences.
Once per short rest, you may reduce the Recall Cost of a Domain card in your Vault by 1 when recalling it.
Mastery Feature
When you take this Mastery, choose two Experiences and add +1 to each of them.
Whenever you wish to use an Experience, roll a 1d6. On a result of 5-6, you do not need to spend a Hope
to use it.
School of War
Play the School of War if you want to be trained to use magic as a means of violence.
Spellcast Trait: Knowledge
Foundation Feature
You've focused your studies on the shaping of magic in both dangerous and powerful ways. Take an extra
armor slot immediately. When you make a successful Attack Roll with Fear, you deal an extra 1d6 magic
damage.
Specialization Feature
You can concentrate to maintain a protective barrier of magic to protect you. While you have at least 2
Hope, you can add your Spellcast trait to your Evasion.
Mastery Feature
Your extra magic damage from your School of War feature increases to 1d10.
When you make a successful attack roll with Hope, you may choose to make it with Fear instead.
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LEVEL UP OPTIONS
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Ancestry
Ancestries represent the lineage of a character that affects their physical appearance. That being said,
any character might also possess characteristics that do not fall within what is “standard” or “average”
within an ancestry. Each individual within an ancestry will also view the world from a different
perspective. For example, one elf might believe they have quite large ears in relation to their siblings, but
a Firbolg could find them proportionally small compared to their own.
We hope this provides you with a window into the various physicalities of the creatures that populate
Daggerheart. As you continue to play and meet members of each ancestry, you’ll have the opportunity to
learn about the nuances and unique qualities among them. You’ll also notice that within the world of
Daggerheart, the term “people” is used to refer to all ancestries. They each possess unique characteristics
and cultures, as well as personhood.
Each Ancestry has an Ancestry Feature, a unique move or set of moves that are granted to them by their
ancestry and can be utilized in play. Some are spells or abilities that can be activated during a session,
while others are passive bonuses or unique downtime activities.
If you’d like to make a character that combines more than one ancestry, see “Mixed Ancestry” at the end
of this section.
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Clank
Clanks are sentient mechanical beings built from such materials as metal, wood, stone, and clay, to
resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide
array of sizes and may change and adapt based on time and need. Because of their custom construction,
many clanks have highly specialized physical features. Examples include clawed hands for grasping,
wheels for movement, or built-in weaponry. Many clanks are known to embrace an individual’s desires for
body modifications—including those based in style or function—and members of other ancestries might
turn to clank artisans to construct highly customized mobility aids and physical adornments.
Ancestry Feature
Purposeful Design: Decide who you were created by and for what purpose. When you generate your
Experiences at character creation, choose one that reflects this purpose and add +1 to it.
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Daemon
Those of daemon ancestry are the humanoid descendants of the Fallen Gods, who possess sharp canines,
pointed ears, and horns that come in a variety of styles. While some daemon horns resemble that of a
goat or ram, others bear the shape of a piercing spike. There’s no standard number of horns for
daemons—though two or four are quite common—and some will have crowns of many horns, or only one.
They may also grow asymmetrically, forming unique shapes that daemons are known to enhance with
carving and ornamentation. Their skin, hair, and horns come in an assortment of stark and vibrant colors
such as rosy scarlet, deep purple, and pitch black. On average, daemons range in height from 5ft to 7ft
and are known to have long fingers and pointed nails.
Ancestry Feature
Fearless: When you roll with Fear, you may choose to mark a stress instead of the GM gaining Fear.
Dread Visage: You have advantage on rolls to intimidate other non-daemon creatures.
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Drakona
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All
drakona have thick scales that provide excellent natural armor against both the forces of nature and
attacks. They are large in size (ranging from 5ft to 7ft on average) with equally large and naturally sharp
teeth. Drakona teeth are perpetually regrown, and members of this ancestry are never in danger of
permanently losing an incisor. Unlike their dragon ancestors, drakona do not possess wings and cannot
fly without magical aid. Members of this ancestry each possess elemental breath, the type of which is
passed down through the generations of each drakona family.
Ancestry Feature
Elemental Breath: At character creation choose one of the following elements to describe your elemental
breath: Fire, Ice, Lightning, Poison, Acid. Spend a Hope to make an Instinct Roll using your breath against
an enemy or group of enemies within close range. Deal d8 magic damage to all enemies you succeed
against.
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Dwarf
Dwarves are most easily recognized as short humanoids with square features, dense musculature, and
thick hair. Their average height ranges from 4ft to 5 ½ft and they are often quite broad in proportion to
their stature. Due to a higher amount of keratin in their skin and nails, both are very resilient, and
dwarves are known to decorate their bodies with a number of tattoos, unique piercings, and embedded
gemstones. Equally, their hair grows thickly, primarily on their head, but across other portions of their
body as well, and
dwarves of all genders
are known to wear
facial hair, which may
be styled in many
intricate patterns.
Ancestry Feature
Increased Fortitude:
When you should take
physical damage, you
may spend three Hope
to only take half the
damage instead.
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Elf
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size
and pointed shape, and as elves age the tips will begin to droop at the tip. While elves come in a wide
range of body types, they are all fairly tall, with the shortest among them standing about 5ft 8in and the
tallest coming closer to 6½ft. Some elves possess what is known as a “Mystic Form,” which occurs when
an individual has dedicated themselves to a portion of the natural world so deeply that their physical form
has changed. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers
in their skin or hair, and more. Sometimes these traits are inherited from an elf’s parents, but if the
individual chooses to move their focus away from that sphere of influence, portions of their appearance
will adjust over time.
Ancestry Feature
Celestial Trance: During a long rest, as one of your actions, you may choose to drop into a Celestial
Trance. When you do, roll a number of d8 equal to the Stress you have marked, and clear all Stress. If any
of these dice have a matching value, also clear all Hit Points.
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Faerie
Those of faerie ancestry are winged humanoid creatures with insect-like features. Faeries have close ties
with the natural world and frequently possess characteristics that allow them to blend in with various
plants. Based on their individual heritage, faerie’s features might more closely resemble either humanoids
or bugs—they may possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or
stingers. The average height of a faerie ranges from about 2ft to 5ft but some faeries grow up to 7ft tall. All
faeries possess membranous wings and go through a unique process of metamorphosis throughout their
relatively short lifespan, of usually no more than 40 years.
Ancestry Feature
Wings: Mark Stress to take flight until you next roll with Fear. While flying, your Evasion score increases
by +2.
Luckbender: Once per session, after you or an ally in close range makes an Action Roll, you can mark a
Stress to allow a reroll of the Duality Dice. If you do, take the new result.
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Faun
Those of faun ancestry resemble goats in humanoid form, with curving horns, square pupils, and cloven
hooves. Like any ancestry, their appearances vary widely, but most fauns have a goat-like lower body with
dense fur and cloven hooves, while their torso and hands are usually humanoid. Faun faces range from
humanoid to goat-like, depending on their heritage, and they can have varying ear shapes, horn shapes,
and fur thickness. Faun horns range from short with minimal curvature, to much larger and curling. The
average faun height ranges from 4ft to 6½ft, which can change dramatically based on the way they stand.
The majority of fauns have proportionately long limbs no matter their individual size or shape.
Ancestry Feature
Headbutt: Give the GM one Fear to headbutt an enemy you move into melee with. The target immediately
takes d8 direct physical damage and can’t be targeted again by this attack during the fight.
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Firbolg
Firbolgs resemble cows in humanoid form, typically recognized by their broad nose and long ears.
Members of this ancestry have more humanoid bodies, which may be more or less covered in hair. Some
have facial features that are a blend of humanoid and cow, but others, often referred to as minotaurs,
have heads that resemble specific cattle. No matter their other characteristics, firbolgs may possess
horns, though many do not. Members of this ancestry come in a range of colors from earth tones to
pastel hues like pink and blue. They’re tall and muscular creatures, with heights ranging from around 5ft
to 7ft, and possess remarkable strength for their size.
Ancestry Feature
Natural Calm: Whenever you should mark a Stress, roll 1d6. On a 6, you take no Stress.
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Fungril
Fungrils resemble a mushroom in humanoid form, bearing the features of the fungus from which they
descend. Because of this, their appearance can vary wildly: they may be anywhere from about 2ft to 7ft
tall, either more humanoid or more fungus in appearance. They come in an assortment of colors, from
earth tones to bright reds, yellows, purples, and blues. Their physical forms are non-standardized,
resulting in an incredible variety of bodies, faces, and limbs. Though all fungrils can speak verbally, the
vast difference in the appearance of fungrils means those of this ancestry do not have a standard of
visual, non-verbal means of communication and may choose to utilize a mycelial array for
communication.
Ancestry Feature
Always Connected: To speak with other Fungril across distance to access their hivemind of information,
make an Instinct roll. At character creation, describe what ritual you must perform to tap into this
connection.
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Galapa
Those of galapa ancestry resemble anthropomorphic turtles, with a large, domed shell into which the
head and limbs can retract for defense. On average, they range from 4ft to 6ft in height and an individual's
overall shape is dictated by the type of turtle of their heritage. Galapa come in a variety of earth tones,
most often shades of green and brown, and they may possess several colorful and unique patterns,
especially on their shells. No matter their other physicality, all galapa can draw in their head, arms, and
legs to protect them within their shell, using it as a shield when defensive measures are needed. The
majority of this ancestry move fairly slowly.
Ancestry Feature
Shell of Protection: The shell on your back always protects you. Add your Proficiency to your armor
score.
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Giant
Giants are very tall humanoids with long arms, broad stature, and one to three eyes. The smallest adults
among this ancestry are about 6½ft, with the largest coming in around 8½ft. In combination with their
size, giants are most easily recognized by their long arms that grant them added reach. They tend toward
dense musculature, no matter their gender or body type. While the majority among this ancestry have
two eyes, it’s not uncommon for giants to have one or three eyes. This trait is passed from one or both
parents and those with a single eye are often referred to as cyclops.
Ancestry Feature
Endurance: Gain an additional Hit Point Slot at character creation.
Reach: Any melee weapon you wield has its range increased to very close.
Goblin
Those of goblin ancestry are small humanoids typically recognized by their large eyes and massive,
membranous ears. Because of these physical features, they tend to have keen hearing and eyesight that
allows them to perceive details at a greater distance, in darkness, or in less optimal environments. Their
skin and eye colors are incredibly varied with no one hue, either vibrant or subdued, more dominant than
another. Their height ranges from 3ft to 4ft and each of their ears is about the size of the individual’s
head. Goblins are known to use ear positions to very specific effect within their non-verbal
communication.
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Ancestry Feature
Danger Sense: Once per short rest, you may mark a stress to make the GM reroll an attack roll. If it still
hits you, reduce the incoming value by your Proficiency.
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Halfling
Halflings are typically smaller humanoids, with large hairy feet and prominent, rounded ears. On average
halflings are 3ft to 4ft in height, with ears, noses, and feet that are larger in proportion to the rest of their
features. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a
strong internal compass. They also possess strong senses of hearing and smell and may be more able to
detect those who are familiar to them by the sound of their movements.
Ancestry Feature
Little Lucky: At the beginning of each session, give everyone in your party a Hope. You may always reroll
a 1 on your Hope Die. If you do, take the new result instead.
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Human
Those of human ancestry are most easily recognized by their dexterous hands, rounded ears, and bodies
built for endurance. Their average height ranges from just under 5ft to about 6 ½ ft. They have a wide
variety in their build, with some being quite muscular, others lithe, and everything in between. Humans
are incredibly physically adaptable and can adjust to harsh climates with relative ease.
Ancestry Feature
Perseverance: When you fail a roll that utilized one of your Experiences, you may spend a Hope to reroll.
You must take the new result.
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Katari
Those of katari ancestry are feline humanoids with soft fur and high, triangular ears. They also have
vertically-slit pupils, small pointed canine teeth, and long whiskers that perception and navigation. Their
ears can swivel nearly 180° to detect sound, adding to their heightened senses. Depending on their
lineage, Katari may more closely resemble their cat ancestors, or humans, with an amount of hair and
facial structure to match. Equally, they may or may not have tails and their skin and fur possess a wide
range of hues, with solid colors, calico tones, tabby patterns, and an array of spots or stripes. Their height
ranges widely from about 3ft to 6½ft.
Ancestry Feature
Feline Instincts: On any Agility Rolls, you may mark a Stress to reroll your Hope Die. If you do, take the
new result instead.
Orc
Orcs are most easily recognized as humanoids with square features and boar-like tusks. These tusks
protrude from their lower jaw, and the size can vary between individuals. While they extend from their
mouths, tusks are not used for consuming food, and thus many orcs choose to decorate them with
significant ornamentation. Orcs have mid-sized, pointed ears and their skin is typically colored in green,
blue, pink, and grey tones. Orcs tend towards a muscular stature, no matter their individual size or build,
and their average height ranges from 5ft to 6½ ft.
Ancestry Feature
Sturdy: When you should mark an armor slot, roll a d6. On a 5+, you don’t mark the armor slot but still
reduce the incoming damage by your armor score.
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Ribbet
Those of ribbet ancestry resemble anthropomorphic frogs with protruding eyes and webbed hands and
feet. They have smooth (though sometimes warty) and moist skin, eyes positioned on either side of the
top of their head and, while some ribbets have hind legs more than twice the length of their torso, others
have fairly small limbs. No matter their size (which ranges from about 3ft to 4½ft), ribbets primarily move
by hopping. All ribbets have hands and feet that are webbed, allowing them to swim with ease. Some
ribbets possess a natural green and brown camouflage, while others are quite vibrantly colored in an
array of bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch
into tadpoles, and after about 6 to 7 years mature into amphibians that can move around on land.
Ancestry Feature
Amphibious: You can breathe and move underwater just as easily as on land
Long Tongue: You can use your long, powerful tongue to grab onto things close to you. You may also
mark Stress to unleash it as a Finesse Close weapon that does d12 physical damage.
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Simiah
Simiah resemble anthropomorphic monkeys and apes, with long limbs and prehensile feet. This grants
them an appearance that ranges from the largest gorilla to the smallest marmoset, and everything in
between. Their size does not align directly with their animal counterparts, as they tend to range from 2ft
to 6ft tall. Though the degree varies, all members of this ancestry have prehensile feet and utilize this
dexterity in nonverbal communication, movement, work, and combat. This trait also grants them unique
agility that can aid them in a variety of physical tasks.
Ancestry Feature
Nimble: Take advantage on Agility Rolls that involve balancing and climbing ,and add +1 to your Evasion at
character creation.
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Characters of Mixed Ancestry
Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it. You
may meet characters with a close resemblance to their parents, or those who descend from a line of
many different ancestries. The physical appearance and skillset of someone can be shaped by blood, by
magic, by proximity, or a variety of other characteristics.
If you decide that your character is a descendant of multiple ancestries, you may use the mechanic below
to select their Ancestry and Ancestry Feature:
1. When you choose your Heritage at Level One, write down how your character would identify
themselves. For example, your Ancestry could be “Goblin-Orc”, or just “Goblin” (with Orc in their
lineage), or a name you choose, like Toothling.
2. When you select the Ancestry card for your character, you can choose from any of the Ancestry
Features from your lineage to become part of your loadout. Although your family has shaped you
in many ways, this skill is the most significant to you.
Community
Your Community describes the culture or environment your character grew up in. Though it’s likely they
were a member of numerous communities during their upbringing, this choice represents the one they
feel influenced their personality and current skillset most. Like ancestry, describing the characteristics of
a collective is nuanced, as people always view others through the lens of their own experience. For
example, while a Seaborne sailor might feel their own community is particularly strict, a character from
an Orderborne metropolis might find that group very changeable. An individual's relationship with their
community also creates a wide variety of experiences. If your character has fallen out with the place or
people that defined their upbringing, they may continue to carry that influence but might be on a quest to
live differently than they were taught.
As you explore the following communities, imagine the variety of ways they might manifest in your game.
Some community cards reference locations, others an ethos, and still others a common goal. But no two
places that fall under the same category are the same. If one Wanderborne caravan travels the world
willingly and another was expelled from their home by force, both the material trappings and someone’s
feelings about their lifestyle would be very different.
When you build your character, you may be inspired by the details from communities different from the
one you’ve chosen to play. As always, this aspect of the game is meant to be utilized in the way that best
serves your group’s game.
Each Community has a Community Feature, a unique move or set of moves that are granted to them by
their community and can be utilized in play. Some are spells or abilities that can be activated during a
session, while others are passive bonuses or unique downtime activities.
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Each community entry suggests several adjectives, which you can use as inspiration when crafting a
character. If you’d like to, choose one or more of these words (or roll a d6) to help develop your character’s
personality, relationship with their upbringing or peers, or even the flavor with which they interact with the
rest of their party.
Highborne
Being part of a Highborne community means you were born into a life of elegance, opulence, and prestige
within the upper echelons of society. Traditionally, members of a Highborne community possess
incredible material wealth. While this takes a variety of forms depending on the community: gold and
other minerals, land, controlling the means of production, etc. it always comes with incredible power and
influence. Highborne highly value titles and possessions, and there is very little social mobility within
their ranks. It’s not uncommon for members of a Highborne community to control the political and
economic status of the areas in which they live based on their ability to influence the individuals and the
economy with their substantial wealth. The health and safety of the less affluent people who live in these
locations often hinges on the ability of this Highborne ruling class to prioritize the well-being of their
subjects over profit.
Highborne individuals are often: amiable, candid, conniving, enterprising, ostentatious, unflappable.
Community Feature
Inheritance: You have advantage on any rolls you make when consorting with nobles, negotiating prices,
or leveraging your reputation to get what you want. Take an extra handful of gold at character creation.
Loreborne
Being part of a Loreborne community means you were brought up in a place that favored strong
academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of
the preservation of history, advancement of politics, study of science, honing of skill, or collecting of
mythology. Because of this, many Loreborne communities are not closely tied to the landscape. Very
often, this collective will highly value structures designed to protect physical books and records, and they
will only engage with nature and the physical world in a particularly intellectual way. While some
Loreborne societies are isolationist, others use their knowledge to make deft political maneuvers in a
larger governmental landscape. Some Loreborne communities, such as those surrounding a college or
attached to a guild, are smaller enclaves within wider societies and they may operate with a separate and
unique ethos.
Loreborne individuals are often: direct, eloquent, inquisitive, patient, rhapsodic, witty.
Community Feature
Well-Read: You have advantage on any rolls you make that deal with the history, culture, or politics of a
prominent person or place.
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Orderborne
Being part of an Orderborne community means you were raised in a place of great discipline or faith, and
uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most
powerful among the surrounding communities. By aligning the members of their society around a
common value or goal, such as a god, doctrine, ethos, or even shared business or trade; the ruling bodies
of these enclaves are able to mobilize larger populations with less effort. While Orderborne communities
may take a variety of forms, some even profoundly pacifistic, perhaps the most feared are those that
structure themselves around military prowess. In this case, it is not uncommon for Orderborne to
provide soldiers for hire for other cities or countries.
Community Feature
Dedicated: Record three sayings or values your upbringing instilled in you. Once per short rest, when you
describe how you’re embodying one of these principles through your current action, you may roll with a
d20 as your Hope Die instead of a d12.
Ridgeborne
Being part of a Ridgeborne community means you call the rocky peaks and sharp cliffs of the
mountainside home. Those who’ve grown up in the mountains often consider themselves hardier than
most–likely because they’ve lived among the most dangerous terrain many continents have to offer.
Those who are Ridgeborne grow up scrambling and climbing, making them particularly sure-footed and
sure of will. Ridgeborne communities appear in a variety of forms, some cities carve out cliffs, others
construct castles of stone, and still more live in small homes on wind-blown peaks.
Ridgeborne individuals are often: bold, hardy, indomitable, loyal, reserved, stubborn.
Community Feature
Steady: You have advantage on traversing dangerous cliffs and ledges, navigating harsh environments,
and survival knowledge. Also gain +1 to your Armor Score.
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Seaborne
Being part of a Seaborne community means you grew up on or near a large body of water. Seaborne
communities are built, both physically and culturally, around the specific waters they call home —some of
these groups live along the shore, constructing ports for locals and travelers alike. These harbors may
function as both centers of commerce, tourist attractions, or even just a safe place to lay down one’s head
after weeks of travel. Other Seaborne live on the water in small boats or large ships, with the idea of
“home” meaning a ship and its crew, rather than any one landmass. No matter their exact location,
Seaborne communities are closely tied to the ocean tides and the creatures that inhabit them. Seaborne
learn to fish at a young age, and will train from birth to be able to hold their breath and swim in even the
most tumultuous waters. Individuals from these groups are highly sought after for sailing abilities, and
many will become captains of vessels, either within their own community, working for another, or even at
the helm of a powerful naval operation.
Community Feature
Safe Harbor: Once per session, when you take a short or long rest, you may take one additional downtime
action.
Slyborne
Being part of a Slyborne community means growing up in the underbelly of society, surrounded by
criminals and con artists. Members of Slyborne communities are brought together by their position in
society; they operate outside the law. Commonly, these communities are comprised of those with a array
of skills: forging, thievery, smuggling, and violence. Among the Slyborne there are a variety of social
classes, including those who have garnered vast wealth and influence, and others without a coin to their
name. To the outside eye, the Slyborne may seem like ruffians with no loyalty, but these communities
possess some of the strictest codes of honor which, when broken, may result in a terrifying end for the
perpetrator.
Slyborne individuals are often: clever, formidable, menacing, unflinching, shrewd, tenacious.
Community Feature
Scoundrel: You have advantage on any rolls where you’re negotiating with criminals, detecting lies, or
finding a safe place to hide.
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Underborne
Being part of an Underborne community means that you’re from a subterranean society. Many
Underborne live right beneath the cities and villages of other groups, and others live much deeper; and
these communities range from small family groups in burrows, to massive metropolises in caverns of
stone. Among many groups, Underborne are recognized for their incredible boldness and skill,
acknowledging this community as highly capable of feats of architecture and engineering. Members of
this community are regularly hired for their bravery, as even the least daring Underborne citizen is likely
to encounter a number of underground beasts in their daily lives, and learning to dispatch such creatures
is common practice amongst these societies. Because of the danger of their environment, many
Underborne communities develop non-verbal languages that may prove equally useful on the surface.
Underborne individuals are often: composed, elusive, indomitable, innovative, unpretentious, resourceful.
Community Feature
Low Light Living: When you are in an area with low light or heavy shadow, you have advantage on rolls to
hide, investigate, or perceive details within that area.
Wanderborne
Being part of a Wanderborne community means that you were raised as a nomad, not having a permanent
home but experiencing a wide variety of cultures. Unlike many communities that are defined by their
locale, Wanderborne are defined by their peripatetic lifestyle. Because of their frequent migration,
Wanderborne are likely to put less value on the accumulation of material possessions in favor of acquiring
information, skills and connections. While some Wanderborne are allied by a common ethos, such as a
religion or set of political or economic values, others come together after shared tragedy, such as the loss
of their home or lands. No matter the reason, the dangers posed by life on the road mean that
Wanderborne are known for their unwavering loyalty.
Community Feature
Nomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you may spend a Hope to reach
into this pack and pull out a common item that is useful in this situation. Work with the GM to figure out
what this item is.
Wildborne
Being part of a Wildborne community means you were raised by a clan deep within the forest. While
some construct their lodging high in the branches of trees themselves, still others establish their homes
on the ground beneath the canopies. Wildborne are defined by their dedication to the conservation of
their homelands, and many such communities have strong religious and cultural ties to the plants that
thrive among them. It is a hallmark of Wildborne groups to disturb the natural environment as little as
possible when constructing their villages or cities, and it's not uncommon for them to remain fairly
reclusive and hidden within their woodland homes.
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Wildborne individuals are often: hardy, loyal, nurturing, reclusive, sagacious, vibrant.
Community Feature
Lightfoot: Your movement is naturally silent. Take advantage on any action rolls you make to move
without being heard. Spend a Hope to also grant this ability to an ally in very close range of you.
There are spells and abilities in Daggerheart that designate the use of particular assets and senses
including sight, sound, touch, and movement. Like players, characters may be blind, deaf or mute; they
may have disabilities or limb differences; or any number of unique qualities that occur within individuals.
Just as there is no set style for weapons combat, there is no set style of casting within Daggerheart. No
spell requires spoken language or specific motions. For example, sign language is equally viable for a
Wordsmith Bard as any spoken language.
If you read a domain ability or spell, or other instructions in the game, and notice that the directions on a
card do not apply to your character (For example the requirement "a target you can see" cast by a blind
PC) work with your GM to adjust the requirements of the spell. To execute the directions of the card
might:
Modifying spells, abilities, or other aspects of Daggerheart also extends to supporting the enjoyment of
everyone at the table. We invite you to adjust the flavor of cards based on the ‘Lines and Veils’ established
by the group. For example, "Conjure Swarm" may be uncomfortable for a player who has veiled small
bugs, but they might still want to utilize the spell in their Druid character build. Discuss other creatures
or objects the PC can conjure such as: flower petals, small birds, or even a specific bug (like a butterfly)
that feels comfortable for them. All players, including the GM, should abide by the customizations made
to accommodate one another.
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Playing Physically Disabled Characters
Section in progress
[Combat Wheelchair coming soon!]
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PART TWO
Playing An Adventure
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Playing an Adventure
In this chapter, we’ll cover what you need to know as a player in order to start your adventure. This
includes the core mechanics, how combat works, some optional rules to consider adding to your game,
and more.
One of the most important aspects of this conversation is asking questions; in Daggerheart, this should go
both ways. The players will often ask clarifying questions about the scene: “Are there any guards outside
the door?” or “Do you think I can jump across the gap safely?” or “What kind of weapon are they holding?”
The GM usually either provides the answer or tells the player to roll to determine the answer. But the GM
should also ask questions of the players, and build upon those answers to create the fiction: “How do you
sneak around this building so carefully?” or “What does the camp you’ve set up here look like?” or “You’ve
found a way to scramble up the wall safely—what was here that made it easier than you anticipated?” This
back and forth allows for a collaborative conversation where everyone has a chance to contribute to the
fiction in a meaningful way.
For those familiar with roleplaying games, the flow of the game is probably something that comes
second-nature by now, but for those new to this kind of experience, it may not. Below is a basic look at
the procedure of play; the gameplay loop that drives every session.
1. GM Narrates Details: The GM gives the players the details of a scene, describing the
surroundings, dangers, and any important elements the characters would notice immediately
here; what they see, smell, hear, feel, etc.
2. Players and GM Ask Questions: The players ask questions to clarify the scene, gathering details
to help them take appropriate action. The GM also asks questions of the players to provide added
detail to the scene and open the world to be influenced by their perspectives.
3. Players and GM Answer Questions: The players should respond to these questions by providing
information about their characters and the world that the GM can build on. The GM should
respond to these questions by giving the players any information they can obtain easily and
without complication. If they want something more than what is readily available, the GM will
inform them what they need to do to get it.
4. Choose and Resolve Actions: The information the players receive will often spur them into taking
action. If it does, the GM will help facilitate the resolution of these actions, and everyone will
work together to evolve the fiction based on the outcome. If it doesn’t, the GM should provide
more detailed information, action, or consequences until it does.
5. Repeat Cycle: Because the scene has now changed in some way, this process repeats from the
beginning.
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Example Interaction
Here’s an example of how a GM and player might interact to progress a scene:
Emerson’s character has just been caught trying to pickpocket an important letter off of a noble in a busy
market square in a medium-sized town.
“How many guards did you say this lordling had?” Emerson asks.
“Two right there with him, and you suspect that there’s another two out of uniform back a bit in the crowd.”
“Great. I’m by an alley, right? I want to back off and find a place to climb up to the rooftop before anyone can
catch me.”
“Sure thing,” the GM says. Based on the situation, they decide the PC doesn’t need to roll to accomplish what
they want to do: “You’re fast and the noble noticed you rather than the guards, so you can scramble up
without a roll. The guards will be following you, though, and once you’re all up on the roof, they’re going to
pull their crossbows and start shooting.”
Emerson asks, “How close are the buildings here? Could I run and leap across to the next building’s roof?”
“Not that far apart,” the GM says. “Certainly not any wider than what you’re used to from growing up in
Downside. That’d be an Agility roll to escape across the rooftops. But heads up-if you don’t succeed here,
you’ll probably take some serious damage from the fall. It’s a long way down.” the GM warns him. Emerson
has a +2 in Agility, and also chooses to spend a Hope to use his +1 experience “Scoundrel” here to make the
leap.
“I know it’s dangerous, but I can guarantee I’ve done this kind of jump before.” He gathers 3 of his Character
Tokens to represent the “Agility” and “Scoundrel” bonuses, then rolls his Duality Dice and the tokens
together. The Hope die lands on a 10 and the Fear die lands on 4. He combines those values together (14) and
also adds his 3 Character Tokens for a total of 17. Because his Hope die rolled higher than Fear, Emerson tells
the GM: “I rolled a 17 with Hope!”.
The GM nods. 17 is higher than the 15 difficulty they had in mind, and a success with Hope means no
meaningful consequences for the action. “That’s more than enough to escape these guards. They’re armored
and trying to take shots, but none of them get close to you—and they’re not good enough at jumping to risk a
fall. By the time you’re two blocks away, you’ve completely lost them. Make sure to take Hope for that roll. But
now you’re farther away from the noble and his letter you were trying to nab. What do you do?”
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What Can I Do On My Turn?
The game has no “turns” in the traditional sense; players don’t have a set amount of actions they can take
or things they can do before play passes to someone else. Instead, everyone should follow the fiction to
figure out what happens next, bouncing around the table to whoever it makes sense to spotlight in that
moment. Generally, players in the spotlight will have the chance to describe their move—what their
character is doing in the scene. If something they describe requires a roll to see whether it works, then
play pauses while a roll is made to determine how things play out.
Certain roll results and other situations can prompt the GM to make a GM move. These are specific types
of actions the GM takes to advance the story. For a full explanation of GM moves, see “Making Moves” in
part 3.
Since Daggerheart relies on a flexible back-and-forth conversation between the GM and players, there
are no “combat rounds” to worry about. However, in combat scenarios that have the potential to last
more than a few rolls, or in any scene where moment-to-moment gameplay becomes important to track,
you can use the Action Tracker (see “Flow of Combat”).
Core Mechanics
This section covers the core mechanics of Daggerheart and how to utilize them as a player at the table.
However, part 1 contains rules for using your domain cards, class, subclass, ancestry, and community, and
the “Equipment” section near the end of part 2 presents rules on different types of weapons and armor.
Duality Dice
The core dice in Daggerheart are a pair of d12 dice called Duality Dice. These d12s are different colors,
one representing Hope and the other representing Fear. Each player chooses two colors of dice that
embody these concepts for them, using them any time they make an action roll (see “Action Rolls”) during
the game. Your Duality Dice don’t need to be the same two colors as anyone else’s around the table, but
they do need to be easily recognizable from each other at a glance.
Example: Kat looks at their choices of d12 dice and decides on a blue die to represent Hope and a red die to
represent Fear. Rowan looks at her dice and instead chooses a yellow d12 die to represent Hope and a purple
d12 die to represent Fear. Dani thinks about using a black d12 with red inking as the Fear die and a black d12
die with white inking as her Hope die, but decides to go with an orange d12 as her Hope die instead so that
it’s easier to identify.
The Duality Dice represent the way the world pushes the character back or guides them forward
throughout the story. Regardless of whether you succeed or fail on an action roll, your Duality roll will
influence how the scene evolves.
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Rolling Hope and Fear
Hope and Fear represent the duality of the world beyond the characters, and how the world around them
impacts the action they’re attempting. One of your Duality Dice is your Hope die, and the other is your
Fear die.
Hope. When you roll your Duality Dice and the Hope die rolls higher than the Fear die, you “roll with
Hope.” When this happens, mark one of the Hope slots on your character sheet, up to a maximum of
five. You might also gain Hope from spells, abilities, or other things that happen in the game.
Fear. When you roll your Duality Dice and the Fear die rolls higher than the Hope die, you “roll with
Fear.” When this happens, even if you succeed on your action roll, there are consequences or
complications that come from it.
Critical Successes
Whenever you make a Duality roll, if both dice roll the same number, you automatically roll a Critical
Success, even if you would’ve otherwise failed because the total is lower than your roll’s difficulty (see
“Roll Difficulty”). This also counts as a roll with Hope—but not only do you gain a Hope, you also clear a
Stress.
Using Hope
Once you’ve gained Hope and recorded it on your character sheet, you can spend it to power special
abilities (erasing it from your character sheet when you do). You can only hold up to five Hope at any
given time, so you don’t want to save it for too long. Hope can be used in several ways: to Help an Ally, to
Utilize an Experience, or to Activate a Hope Feature.
Help an Ally
You can spend one Hope to help an ally who is making an action where you could feasibly aid them. When
you do this, describe how you’re helping and roll a d6 advantage die (see “Advantage and Disadvantage”).
They can add the result to their action roll. If more than one PC wants to help an ally, each spends a Hope
to roll a d6 advantage die, and the highest result among all those advantage dice is added to the action
roll.
Utilize an Experience
You can spend a Hope to utilize one of your relevant Experiences on an action roll, adding its modifier to
the dice results. If more than one Experience could apply, you can spend an additional Hope for each
Experience you want to add to your result.
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When using a Hope Feature, if you already rolled with Hope as the higher Duality Die for that action, you
can just spend the Hope from that die instead of erasing a Hope from your character sheet. Otherwise,
you’ll need to spend Hope you’ve stored from earlier rolls to activate the effect.
Unless an effect states otherwise, you can’t spend Hope multiple times on the same spell or ability to
increase or repeat its effects. For example, if a feature says you can “spend a Hope to add 1d6 to the
damage roll”, you can’t spend two Hope and add 2d6 to the damage roll.
Tip: Some effects only trigger “on a success with Hope”. This doesn’t mean you can spend Hope on a
successful roll with Fear to get the effect; it instead means the effect only takes place when you roll with Hope
and you succeed on your action roll. On this kind of effect, you don’t have to spend Hope to activate it —it just
happens as long as the conditions of the roll are met.
Using Fear
As a player, rolling with Fear doesn’t mean your action roll failed (see “Action Rolls”)—but you’ll face some
type of complication. For example, you might only learn partial information, face a strike from the enemy
you just attacked, or encounter an unexpected danger. If you also failed on the action roll where you
rolled Fear, you’ll instead face major consequences or complications.
When you roll with Fear, you don’t record it on your character sheet. Instead, the GM not only
determines which complications result from your Fear roll, but they also collect a Fear. The GM can later
spend this Fear on effects such as powering adversary and environment moves (see “Fear” in part 3).
However, each class also has a certain Damage Threshold, indicating how much damage you can endure
before marking a Hit Point. The dark bars in the “Hit Points & Stress” section of your character sheet
show the three tiers of damage you can take: Severe, Major, and Minor.
For example, a Level 1 Guardian starts with the following thresholds and Hit Points:
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Marking Hit Points
When the GM tells you to take damage (see “Damage Rolls”), compare that number to your thresholds,
and mark Hit Points depending on the tier:
If you ever mark your final available Hit Point, you must immediately make a death move (see “Death”).
Example: In the image above, a Guardian’s incoming damage is Severe if it’s 16 or higher, and they mark 3
Hit Points. If the damage is 11 or higher (but below 16), the damage is Major and they mark 2 Hit Points. If the
damage is 6 or higher (but below 11), the damage is Minor and they mark 1 Hit Point. If the damage is below 6,
they don’t take any damage and instead mark a single point of Stress.
Additionally, as you level up your character, you’ll be able to permanently increase both your Damage
Thresholds as well as the amount of Hit Points (and Stress) you can take, making your character more
resilient against incoming attacks.
This would mean, using the example above, an attack of 32 damage (or more) would deal 4 Hit Points to the
Guardian.
Stress
Stress represents the mental and physical strain put on your character during their adventures. You can
sometimes spend Stress to affect the narrative; when you do, consider the burden your character
knowingly accepts. Does your anxiety increase as you use a new tactic in a high-stakes negotiation? Do
you accept the impact of witnessing horrors in order to dive back into danger and save an innocent? Are
you willing to take minor abrasions to fatally wound your foe?
As with Hit Points, when you take Downtime actions (see “Downtime”), you have the opportunity to clear
some of your Stress. Additionally, when you gain levels, you’ll be able to increase the amount of Stress you
can withstand.
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Stress from Damage
You always mark Stress when you take damage that’s below your Minor threshold but above 0 (see
“Marking Hit Points”). This reflects the impact on your stamina, both physically and psychologically, as
you weather the blows, fight to stay on your feet, or maneuver treacherous situations.
If you ever can’t mark a Stress slot because your slots are already full, you must instead mark one Hit
Point.
The GM might also give you the option of marking Stress to avoid an outcome.
They cannot use any move that requires them to mark stress if they don’t have any stress to mark. If a
player is ever required to mark stress and their stress slots are full, they must instead mark a Hit Point.
You can’t use an effect that costs Stress if you don’t have any Stress available to mark.
Action Rolls
In each scene, the GM and players go back and forth describing what happens. When you describe an
action your character is performing where the outcome is in question, if both the success and failure of
that action is interesting to the story, the GM usually calls for an action roll to determine how that
moment unfolds. However, if an action would either be impossible to perform, or it’s easy enough to pull
off without complication, there is no need to roll—you already know the outcome!
When the GM (or your spell, attack, or ability) asks you to make an action roll, you’ll do so by rolling your
two Duality Dice. These 12-sided dice embody the way the world’s chance, luck, and fate play a part in the
story. Each action roll follows four basic steps, which are detailed later in this section:
Step 1: Pick a Character Trait. Ask the GM what Character Trait best applies to the roll, and they will set a
difficulty for the roll (either openly or privately, at their discretion) based on the details of the scene.
Step 2: Add Extra Dice and Modifiers. Decide if any Experience or other modifiers also apply, and grab
any character tokens, advantage/disadvantage dice, or other dice as needed.
Step 3: Roll the Dice. Roll your Duality Dice, any additional dice, and your character tokens. Total their
result, telling the GM the total and which Duality Die rolled higher. “I got a 15 with Fear!”
Step 4: Resolve the Situation. Work together to resolve the outcome of your actions.
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Step 1: Pick a Character Trait
When the GM calls for an action roll, your character is usually already starting to perform your move.
Depending on the situation and how you’ve described what you’re trying to do, the GM might tell you
what character trait to use, or your move might require you to roll using a certain trait (see “Trait Rolls”).
Other times, the GM might ask you for more information to help decide: “You want to convince this guard
to let you through. How are you speaking to them? Are you trying to intimidate them? To trick them?”
Sometimes, more than one trait makes sense—in this case, the GM might ask you which trait fits best,
give you a choice between two, or make a judgment call based on the situation at hand. “As you tell him
about the important message you have for the king, I need you to make a roll here to determine whether he
can tell you’re lying or not. I’d say Instinct is probably what best applies, does that sound right to you?”
Unless the move you’re making requires a certain trait, feel free to suggest one and describe why it’s a
good match for what you’re doing. However, the GM always has final say over which trait applies.
Roll Difficulty
When you decide to make an action roll, the GM always sets a difficulty—the number you need to reach
when you roll. This number is based on the situation and how effective your approach might be.
The GM can choose to share this number or keep it to themself. Even if they don’t tell you the difficulty,
they should make any potential consequences of your actions clear (unless the consequences aren’t
something your character would reasonably be aware of). For example, “You’re putting yourself in melee
with this guy, you might take a hit in return,” or “If you fail this jump, you might not make it to the other
side.”
Duality Dice. You roll your Hope and Fear die with every action roll.
Advantage or Disadvantage. If you have advantage or disadvantage on the roll (see “Advantage and
Disadvantage”), set aside that d6 for your roll. Especially if you’re rolling with disadvantage, make sure
your disadvantage die is a distinct color, so you can remember which die to subtract from the result.
Class Features, Subclass Cards, and Domain Cards. Some class features allow you to add extra dice to
your roll (or allow another character to give you a die). For example, a Bard can give you a Rally die,
which you can add to an action, reaction, or damage roll of your choice. Similarly, some of your
subclass and domain cards might grant you a bonus die. Set these aside for your roll.
Other Dice. Occasionally, other effects might give you an extra die.
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Then count the modifiers that apply to your action roll, setting aside that many character tokens to help
you keep track (see “Counting Character Tokens” below). Modifiers can include the following:
Chosen Trait. Add the modifier for whichever trait you and your GM chose for this roll.
Experience. If you have an Experience (or several) that you think applies to the situation, describe
how your Experience helps your chance of success, then spend one Hope per Experience to add its
modifier to your roll. The GM may ask you for more information to justify that Experience, but you
have final say (within reason) over whether your Experience applies.
Class Features, Subclass Cards, and Domain Cards. Sometimes these grant you a modifier to your
roll, so keep an eye out.
Other Bonuses or Penalties. Add any other bonuses or penalties, such as from the GM, the items you
have equipped, and other sources.
Tip: If you consistently use the same Experience on every roll, it’s very likely the GM will require you to
narrow the scope of your Experience or change it altogether. The purpose of Experience is to reflect the way
your character has specialized in something important, not to give you a bonus to all your actions.
Tokens are never rolled for a random value; they are simply +1 counters you add to your hand to aid in
counting your results. Before adding them to a roll, figure out the sum of all of your modifiers, then take
that many tokens. For example, if you have a -1 to Agility and a +2 modifier from an Experience you’re
utilizing, you have a +1 total modifier to the roll, so set aside one token to represent that.
Tip: Sometimes, your total modifier on a roll might be negative; in this case, you can still use the tokens, but
remember they’ll signify the number you need to subtract from the result, not add.
Then tell the GM the total number you rolled, along with which Duality Die rolled higher—“I rolled a 15
with Fear!”
Tip: When an effect lets you choose whether to add dice to an action roll (such as choosing to use the Bard’s
Rally die), you must roll them at the same time as your other dice, rather than waiting to see the numbers on
the other dice.
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Step 4: Resolve the Situation
Each time you make an action roll, the scene changes in some way. The GM always describes how the
world reacts to the action that’s been taken, but depending on what your action result is, the situation
changes differently.
If your total meets or exceeds the difficulty set by the GM, the action succeeds—you get what you want. If
the total is below the difficulty, the action fails—you don’t get what you want—but with one exception! As
described in the “Duality Dice” section, if your Duality Dice both roll the same number, you’ve rolled a
Critical Success (even if your total wasn’t enough to meet the difficulty).
Based on your roll total, the GM uses the following guide to decide how the narrative moves forward:
On a critical success, you get what you want and a little extra. Take a Hope and clear a Stress. If you
made an attack roll, you’ll also deal extra damage equal to the maximum value of your damage dice
(see “Calculating Damage”).
On a success with Hope, you pull it off well and get what you want. Take a Hope.
On a success with Fear, you get what you want, but it comes with a cost or consequence. You might take
damage, get limited information, attract danger, etc. Additionally, the GM takes Fear.
On a failure with Hope, things don’t go to plan. You probably don’t get what you want and must face the
consequences. Take a Hope.
On a failure with Fear, things go very poorly. You probably don’t get what you want, and there is a major
consequence or complication because of it. Additionally, the GM takes Fear.
After announcing your roll’s result, always look to the GM to find out what happens next. (See the GM
section “Making Moves” in part 3 for details on adjudicating dice results and making GM moves.)
Story Is Consequence
In Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a
roll where “nothing happens,” because the fiction should constantly be evolving based on the successes
and failures of the characters.
A “failure” should never mean that a character simply doesn’t get what they want, especially when that
would result in a moment of inaction. Every action the players take should yield an active outcome—
something that changes the situation they’re in.
For example, if you fail a roll to pick a lock, it’s not just that the door doesn’t open. On a failure with Hope,
it might mean you can hear the rumble of footsteps coming down the hall behind you—the enemies you
narrowly escaped before are getting close, and you’re going to have to act quickly to find a way through.
On a failure with Fear, the door might be magically warded to keep thieves away, causing an arcane alarm
to trigger. This also applies to a “Success with Fear,” where you might succeed in unlocking the door, but
opening it reveals an enemy you didn’t know was guarding it. These consequences are what make the
game interesting and drive forward the adventure you’re all on together.
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Example Action Roll
Sara’s Rogue, Isabella, is trying to run across a narrow parapet to stop the mage that is raining spellfire
down on her party. The GM tells Sara to roll with Agility against a difficulty of 15. Isabella’s Agility is 2, so
Sara rolls the Duality Dice, adds them together, then adds two tokens (representing her +2 modifier from
Agility) to get her total.
Critical Success
Sara rolls 8 on the Hope die and 8 on the Fear die. That’s a critical success! Isabella immediately gains a
Hope and clears a Stress. The GM offers Sara a choice of two extras - she can deal damage to the mage or
gain advantage on the next roll against the mage. Sara describes how Isabella races across the parapet and
lands a telling blow on the mage, not just stopping their attacks on the party, but dealing her weapon
damage as well. Since a critical success counts as a roll with Hope, the GM asks the players what they want
to do next.
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Special Action Rolls
Many action rolls just use the above rules. However, some situations require special types of action rolls—
these use the following rules.
Trait Rolls
A trait roll is an action roll that specifically calls for a certain character trait to be used. These rolls often
appear on Domain Cards, and say something like “Roll With Presence” or “Roll with Agility (12).” If there is
a number in parentheses after the trait, that is the difficulty you must meet in order to succeed. If there is
no number, the difficulty is up to the GM to decide.
Though a trait roll requires you to roll using that trait modifier, you can still add your Experience and
other bonuses to the roll.
Attack Rolls
When you make an action roll with the intent to do harm to an enemy, you’re making an attack roll.
Reference the weapon or spell you’re using for the attack to determine what trait it uses. We’ll talk more
about spellcast rolls in the next section, but for a standard physical or magic weapon attack, use the
character trait the weapon requires (see “Equipment”), as well as any Experience or other modifiers that
are applicable, and resolve it as you would a normal action roll.
If you succeed, make a Damage Roll (see “Damage Rolls”) to determine how much harm you do to the
target.
By default, each attack roll can only target one enemy. But if a spell or ability allows you to target multiple
enemies, roll once and apply that result to all of the enemies the attack can hit. If the roll meets or
exceeds the difficulty of any of those enemies, the attack is successful against that target (but not
necessarily against other targets).
Spellcast Rolls
Spellcast rolls are a type of action roll that’s used when you’re creating significant magical effects (often
via a Domain Card). These are called for like this: “Spellcast Roll” or “Spellcast Roll (14)”. Instead of
referring to a specific stat on the character sheet, these rolls use the Spellcast stat of your class (which
you can find on the Subclass Foundation card).
As with Trait Rolls, if there is a number in parentheses, that is the difficulty they must pass in order for it
to succeed.
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If a spellcast roll is intended to damage a target, it’s also considered an attack roll.
You generally need to be using a specific spell to make a spellcast roll—you can't just make up magic
effects (like forming a bridge out of vines) that aren’t on your character sheet or cards. However, at the
GM's discretion, they might allow you to creatively apply an existing spell in an unusual way. And you can
always flavor your magic to match the kind of character you’re playing, but that flavor shouldn’t give you
access to effects you wouldn’t normally be able to perform with your spells.
A few examples:
If a Sorcerer is trying to reach a cliff high above him and doesn’t have a spell or ability that lets him get there,
he wouldn’t be able to just make a generic Spellcast roll to have magic lift him up into the air and fly him to
the cliff. He would need a specific spell or ability that would provide him that kind of magic.
If a Wizard wants their Rune Circle spell they just picked up at Level 3 to erupt from their wand in sparks,
form into a galloping, flaming stallion that circles them-- and this is the reason why the Rune Circle gives
them protection from enemies, that’s awesome and should be highly encouraged. But if they wanted it to do
extra damage to an enemy because of this narration, that wouldn’t normally be permitted.
Any time you cast a spell, the text tells you when the effect expires. It might be temporary (in which case
the GM can spend Fear to end the spell), at the next short or long rest, etc. If the spell doesn’t note an
expiration, it stays up until you choose to end it. If you ever want to end a spell earlier than when it would
normally expire, you can always choose to do so.
If you ever want to make a Spellcast roll, but you don’t have a Foundation that gives you the needed
Spellcast ability, you won’t be able to make the roll.
If you Tag Team on an attack roll and it succeeds, you both roll damage as usual, then add it together to
determine the damage dealt.
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Damage Rolls
When you succeed on an attack roll against an enemy, you’ll then make a damage roll to determine how
much damage—and thus what tier of Hit Points—your attack inflicts on that target.
The damage dice used to make a damage roll generally are determined by the weapon, spell, or ability
you’re using to make the attack. If the attack is using a weapon, the weapon’s damage dice appear in the
“Active Weapons” section of your character sheet. If the attack is coming from a spell on a domain card or
class feature, it details the damage dice within the text of the move.
When striking with a weapon, you’ll generally roll a number of your weapon’s Damage Dice equal to your
Proficiency at the top of your “Active Weapons” section (see “Using Weapons”). When striking with a
move that does damage (such as a spell), the text of the move will tell you what kind of damage dice
should be rolled instead.
Any time you roll damage dice and the text tells you the type of die but not the number of dice to roll
(such as “do d8 physical damage”), roll a number of those dice equal to your proficiency.
Calculating Damage
After rolling your damage dice, add all their values together then add any modifiers to determine the
result. The GM will mark the corresponding Hit Points based on that damage.
Tip: There’s a difference in this game between damage and hit points. Damage is the result of your damage
roll, including your damage dice and modifiers. Hit Points reflect how hard that damage affects the creature
who’s taking it; the number of Hit Points a creature marks depends on factors such as their Damage
Threshold, armor, resistances, and immunities.
Example: Kat makes a successful longsword strike with their Guardian against a target using an attack roll
of 16. They have a weapon proficiency of 2 and their longsword’s damage dice are d8’s, so they roll 2d8 and
get a 3 and a 7, for 10 total damage.
Example: Emerson makes a successful attack with their Improved Shortbow, which deals d8+2 damage. They
have a weapon proficiency of 3, so they roll 3d10 damage dice. The results are 7, 5, and 6, totaling 18. They
then add the damage dice modifier of +2, and deal 20 points of damage to the target.
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Critical Successes and Damage
If your attack roll is a Critical Success, roll damage as usual, then add extra damage equal to the maximum
potential value of all your damage dice added together (as if they all rolled the highest number possible).
Example: Rowan makes an attack roll against a target with her shortbow and gets two 7’s on the Duality
Dice—a critical success. She has a proficiency of 2, so she rolls her bow’s damage dice of 2d8, and they land on
a 4 and an 8. Because it’s a critical success, she automatically does 16 damage (the maximum potential roll on
2d8) plus the additional 12 she rolled, bringing her total to 28 points of damage.
Damage Types
There are two damage types a weapon, spell, or ability can inflict: physical damage and magic damage.
Damage types can affect how damage is dealt or received. For example, a spell might double any magic
damage, a condition might make a character resistant to physical damage, or a type of enemy might be
immune to a certain type of damage all together.
Physical damage represents a hit primarily through mundane physical contact, something that is usually
done without the aid of magic. Most standard blades and bows do physical damage.
Magic damage represents a hit that is primarily delivered through magical means. Most spells that deal
harm to a target do magic damage.
Direct Damage
Direct damage is physical or magic damage that automatically hits a target. When a PC or GM deals
direct damage, they don’t have to make an attack roll to hit.
When a creature has resistance to an incoming type of damage, they divide the damage in half (rounding
up) before applying it to their thresholds. For example, you deal 25 damage to them, they would instead
only take 13 damage.
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When a creature has immunity to an incoming type of damage, they do not take any damage or stress
from the attack.
Reaction Rolls
Some moves prompt a reaction roll. This is a roll in response to a threat or attack, representing the
character’s effort to avoid or withstand the effect.
Reaction rolls generally work the same as action rolls, and rolls with Hope still give you Hope, and rolls
with Fear still give the GM Fear. However, reaction rolls don’t generate additional GM moves nor
contribute to the action tracker, if it is in play (see “Flow of Combat”). Additionally, another character
can’t help you on a reaction roll—everything is happening so quickly that you’ll have to handle this alone!
Example: The GM asks Sara to make a reaction roll using Agility in order for her rogue Isabella to avoid
being hit by a mage’s explosive spell. Sara rolls her Duality dice, adding her Agility, and gets a 19 with Hope.
It’s a success! The GM asks her to describe how she avoids the attack.
Because NPCs don’t have character traits like the PCs do, the GM may also add any of the adversary’s
relevant Experiences as a bonus to a creature’s Reaction roll. If the adversary would be particularly weak
against this effect, the GM may impose a penalty on the adversary’s roll.
Example 1: Krasz the Wizard casts Fireball on a Zombie Horde and their commander, a Skeleton Knight. The
difficulty on the Reaction Roll is 13. The GM rules that a Zombie Horde is particularly ill-prepared to avoid a
Fireball, (being both weak against fire and unlikely to dodge given that they move slowly and are bunched
up), so they impose a -3 penalty on the roll.
The GM rolls 1d20 for the Zombie Horde, getting a 13. That would have been enough except for the -3 penalty
the GM declared, so they miss and take full damage. The GM rolls again for the Skeleton Knight, getting an
18, which passes the Reaction roll. The Skeleton Knight takes half damage, per the mechanics of the Fireball
spell.
Example 2: Krasz is chasing a Katari Burglar and unleashes a Fireball to slow them down. The Katari Burglar
has the very relevant Experience of Acrobatics +3, so the GM adds +3 to the Reaction roll.
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Evasion Score
Each PC has an evasion score, which sets the difficulty for any roll another creature makes against them.
This represents the character’s ability to avoid attacks by adversaries. A character’s base evasion score is
determined by their Class, but can be modified by domain cards, gear, statuses, and more. Each player
gets to describe what their character’s evasion score represents, and should take the opportunity to be
evocative and use this as another way to deepen their characterization. Your character might be good at
acrobatic dodging or precise footwork, you might parry incoming blows, you might disrupt enemy attacks
with well-timed counters, or you might have magical shields or enchanted objects that ward off blows.
When an adversary misses an attack, this presents the player a chance to enrich the scene by describing
how their character avoids the hit.
These descriptions add to the character’s development and to the story the group is telling together, but
the descriptions of how they avoid the attack will not create any special mechanical bonuses beyond the
normal evasion rules.
Disadvantage on an action or reaction roll represents an additional difficulty, hardship, or challenge the
character faces when attempting to succeed on an action. Rolls the PCs make with disadvantage subtract
a d6 disadvantage die from their total.
The GM may always choose to give a player advantage or disadvantage on a roll, if the circumstances of
the fiction make sense for it.
This d6 you roll should be a special color so it’s not confused with any d6s you roll for other effects; this
allows you to easily spot your disadvantage d6 and subtract it from the result. However, you only need
one d6 for rolling both advantage and disadvantage, because you’ll never roll both at the same time:
Advantage and disadvantage always cancel each other out when applying to the same roll. If, for example,
the GM gives you disadvantage on a roll, but you gain advantage from a domain ability, the two cancel one
another out. If you have two sources of advantage and one of disadvantage, you instead only have
advantage.
The rules for advantage and disadvantage for the GM are different, and can be found under “GM
Advantage and Disadvantage” in part 3.
Tip: In some scenarios, you might find yourself in a situation where you should be both adding a d6 to your
roll and subtracting a d6 from your roll because of certain moves and effects in the game. If this is ever the
case, it should be treated the same way as advantage and disadvantage for simplicity’s sake.
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Conditions
Some moves may cause a target to take a condition. Conditions are effects or circumstances that change
the way a target may function. There are three primary conditions in the game: Vulnerable, Hidden, and
Slow. These are explained in detail below, but moves may also apply other conditions and their effects are
detailed within the text of the move.
Vulnerable
When an effect makes a creature take the condition Vulnerable, it means that they are now temporarily
in a difficult position within the fiction. This might mean they are knocked over, scrambling to keep their
balance, caught off-guard, or anything else that follows the narrative of the scene. The players and GM
should work together to describe narratively what happens in that moment to make the creature
Vulnerable.
A creature who is already Vulnerable can’t be made to take the condition again.
Hidden
While a creature is out of sight from all foes, it is always considered Hidden. While Hidden, attacks
cannot be made directly targeting them (however, some spell attacks that target an area and hit every
creature in that area may still do damage to them) and any rolls against them are at disadvantage.
When a Hidden creature moves or attacks, they are no longer Hidden. However, if a creature is Hidden
when they begin making an attack, the roll has advantage; the Hidden condition isn’t cleared until after
the attack is resolved.
Restrained
When an effect makes a creature Restrained, it means they cannot move until this condition is cleared.
They can still take actions from their current position.
Ending Conditions
Some effects that impose a condition give a specific trigger that will clear the status. If no trigger is given,
the affected character must succeed on an action roll (difficulty determined by the GM) to clear the
condition. As always, this action roll should be described and negotiated narratively. For example, if a
character is Vulnerable, the player might describe how their character leaps through the fire that has
trapped them, frees their ally’s legs from the vines that have entangled them, etc; whatever fits the fiction
appropriately here.
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Temporary Conditions
Some moves apply an effect that is “temporary” or that “temporarily” does something in the fiction. If the
condition is affecting something the GM controls, they must spend a Fear to end the condition. If the
action tracker is active, this spends one token on the action tracker and counts as that adversary’s
activation. If the condition is affecting a player character, they must make a successful action roll against
the effect to end it.
Other Conditions
Some moves apply conditions that aren’t temporary, but instead specify a unique kind of action, item, or
effect that is necessary to be able to get rid of them. The move or item that inflicts the condition will
specify the parameters around what it will take to remove it. The GM may choose to provide alternative
ways to remove these as well, at their own discretion.
Countdowns
Sometimes a mechanic or the GM might introduce a countdown. Countdowns are a way for the table to
keep track of a coming event, and usually utilize setting a die to a certain value, then ticking that number
down until it reaches 0. A countdown might tick every time an action roll is made, every time a PC rolls
with Fear, during downtime, or any other parameter (either set by the mechanics or by the GM to reflect
the fiction). For more about countdowns, see “Countdowns” in the GM section of part 3.
Maps
At any point, players or the GM may call for a map to be brought to the table. This might be to clarify
positioning, showcase an environment, or simply because the table enjoys using maps and miniatures.
When this happens, the GM should create (or reveal) a map of the area, and everyone should place their
miniature figures or tokens within it appropriately. This can be as simple as a quick drawing on a piece of
paper or as complicated as a fully-designed 3d map, as long as it presents the information players need to
be able to navigate the space more clearly than in their minds. If you have the space for it, use the range
measurements below as general reference when building out this map.
Some tables may almost never use maps, where others might utilize maps every session—there is not a
right or wrong way to implement these in your game. Do whatever best serves the kind of play your
group enjoys.
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Range
In Daggerheart, rules don’t measure distance by feet, but by range. Though there are approximations
given below for each of the five ranges, this is not something that is to be measured perfectly at the
table—the GM will always be the one to determine where something falls in range during a scene, and
may adjust the map as needed to reflect this fiction.
If the table decides not to implement a map, you still use range, but in a more abstract way. Distances are
simply a part of the theater of the mind-style play to be determined by the GM.
Melee means a character is within touching distance of the target. PCs can generally touch targets up to
a few feet away from them, but melee range may be greater for especially large NPCs.
Very Close means a distance where one can see fine details of a target– within moments of reaching, if
need be. This is usually anywhere from about 5-10 feet away. While in danger, a PC can usually get to
anything that’s very close as part of any other action they take. Anything on a battle map that is within
the shortest length of a game card (~2-3 inches) can usually be considered very close.
Close means a distance where one can see prominent details of a target-- across a room or to a
neighboring market stall, generally about 10-30 feet away. While in danger, a PC can usually get to
anything that’s close as part of any other action they take. Anything on a battle map that is within the
length of a standard pen or pencil (~5-6 inches) can usually be considered close.
Far means a distance where one can see the appearance of a person or object, but probably not in great
detail-- across a small battlefield or down a large corridor. This is usually about 30-100 feet away.
While under danger, a PC will likely have to make an Agility check to get here safely. Anything on a
battle map that is within the length of a standard piece of paper (~10-11 inches) can usually be considered
far.
Very Far means a distance where you can see the shape of a person or object, but probably not make out
any details-- across a large battlefield or down a long street, generally about 100-300 feet away.
While under danger, a PC likely has to make an Agility check to get here safely. Anything on a battle
map that is beyond far distance, but still within sight of the characters can usually be considered very
far.
Anything beyond Very Far is considered Out of Range and usually cannot be targeted.
Using Range
The range on a weapon, spell, ability, item, or anything else that uses this mechanic in the game is
considered its maximum range, and can be used at any distance closer than that range as well, unless
otherwise noted. For example, the Shortstaff starting weapon has “close” range, meaning it can’t be used
to hit a target at far or very far range, but can be used against an enemy that is close or in melee.
Some weapons, spells, abilities, or items might also denote a special circumstance to their range like “all
enemies in front of you”. When this is the case, the player should choose a direction they’re facing and
target enemies in 180 degree field of that direction.
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The GM will always let players know what range they are from a target if they ask, and it’s important to
remember that the map is just an approximation of the scene playing out in everyone’s head. Scale,
distance, and details are not always going to be perfectly accurate, and that’s okay. The map and the
miniatures on it should never limit the table’s imagination, only provide spatial context so that everyone is
on the same page.
Movement
While under pressure or in danger, you can always move to a location that’s within your close range if
you’re doing so as part of something that requires an action roll. If you simply want to move to another
spot on the map while danger is present, or if you’re trying to move to a location that’s far or very far
away from you, you’ll typically need to make an Agility roll to reposition yourself there safely. On a failure,
you may only get partway there, the adversaries might act before you can make it, or something might
keep you from leaving where you are. If there is no risk or potential complication in moving a certain
distance, no roll is required.
Adversaries activated by the GM can generally move to a location within their close range and still act,
like make an attack or grab something important. If they want to move any farther than that, it takes their
whole activation to do so (but they don’t have to make an Agility roll like a PC does).
Some move effects may refer to a group (or a group of targets). This means any creatures who are
clumped together in a common area, no further than very close range from each other. Players may
always ask the GM if something would be considered a “group of targets” before they make their move.
When an attack is made against more than one target or against a group, the attacker rolls once and
compares that total to each eligible target to determine which creatures they succeed against.
When an attack deals damage to more than one target, the attacker rolls damage once and that total
applies to each target the attack succeeded against.
If a target is ever behind something substantial, like a full wall or similar structure, they are not usually
able to be targeted directly, even if they are technically in range of the attack.
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Some abilities and spells refer to “line of sight.” This just denotes whether or not a target can be seen by
the character. For alternatives to this rule for characters that are blind, see “Adjusting Abilities and Spells”
in Part 1.
Darkness can also make certain actions more challenging. The GM should reflect this in the difficulty of
an action roll.
Gold
Gold tracks how much wealth a character has with them on their journey, and can often be spent on
things like items, consumables, and equipment. Some campaigns will be more or less focused on gold as a
reward, so players should talk with their GM about how much gold will come into play. There are no set
prices in this book for weapons, armor, and loot, specifically to serve the purpose of not locking players
out of adding exciting equipment to their characters simply because they aren’t playing a gold-focused
campaign. The GM will determine the prices based on the amount of gold being given out during your
sessions.
Gold is measured in handfuls, bags, chests, hoards, and fortunes. Whenever you have marked off enough
slots in a given category that you should reach the next category, you’ll mark one in that following
category and erase the current one. For example, if you are at five handfuls of gold and you should take
one more, instead you will mark a bag of gold and erase all five handfuls. If you have four bags and should
take one more, you mark a chest of gold and erase all four bags.
Six Handfuls = One Bag | Five Bags = One Chest | Four Chests = One Hoard | Three Hoards = One
Fortune
These values are abstracted so that they do not need to be tracked as closely. If you want to tip a coin to a
waiter or flip a coin into a well, you typically won’t need to worry about tracking it.
Downtime
A party may choose to rest before they continue forward on their journey, and when they do, they’ll have
the ability to take downtime actions. Though this is their time to recover from the dangers they’ve faced,
it’s also an ideal opportunity for characters to have important, emotional scenes with each other—to learn
more about one another, and have character-centric conversations that may not be as easy to find time
for in big battles or high intensity moments. This is a chance for players to lean on their Connections to
the party and explore the story that happens between them in their quiet moments together.
When the party decides they want to move into downtime, they will need to make a choice between a
Short Rest and a Long Rest. They can take up to three Short Rests before their next rest has to be a Long
Rest. If a Short Rest is interrupted (such as by an enemy attack), characters don’t gain its benefits. If a
Long Rest is interrupted, characters instead gain the benefits of a Short Rest (even if they’ve already had
three Short Rests).
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Short Rest
A Short Rest is when player characters are only able to stop and catch their breath, taking a break for
about an hour. Each player may swap any domain cards in their loadout for any in their vault and choose
two of the options below.
Tend to Wounds
Describe how you temporarily patch yourself up and clear 1d4 hit points. You may also do this on
an ally instead.
Clear Stress
Describe how you blow off steam or pull yourself together, and clear 1d4 stress.
Repair Armor
Describe how you spend time quickly repairing your armor and clear two marked Armor Slots.
You may also do this to an ally’s armor instead.
Prepare
Describe how you are preparing yourself for the path ahead and gain a Hope.
Long Rest
A Long Rest is when player characters are able to make camp, relax for a few hours, and get some sleep.
Each player may swap any domain cards in their loadout for any in their vault and choose two of the
options below.
Tend to Wounds
Describe how you patch yourself up and remove all marked Hit Points. You may also do this on an
ally instead.
Clear Stress
Describe how you blow off steam or pull yourself together, and clear all marked Stress.
Repair Armor
Describe how you spend time repairing your armor and clear all of its Armor Slots. You may also
do this to an ally’s armor instead.
Prepare
Describe how you are preparing for the next day’s adventure, then gain a Hope. If you choose to
Prepare with one or more members of your party, you may each take two Hope.
Work on a Project
Establish or continue work on a project. The GM might ask for a roll to determine how much to
tick down on the completion track.
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Working on a Project in Downtime
If a PC wants to pursue a project that would take a substantial amount of time but progress can be made
during a long rest, they should first discuss it with the GM. This could involve deciphering an ancient text,
crafting a new weapon, or something else. Projects will usually involve a Completion Countdown. Each
time a PC takes the Work on a Project move during a Long Rest, they can tick down the completion
countdown assigned by some amount. The GM will tell them how much or ask them to make an action
roll to gauge their progress.
Downtime Consequences
Downtime is designed to narratively allow for quiet scenes between players that encourage personal
moments in the story, while also allowing some of their resources to refresh for the coming adventures.
On the GM side, it’s also an invitation for them to progress events happening in the background that will
have consequences down the line. The world doesn’t stop when players rest, so be cautious of how many
rests a party decides to take.
Death
Facing death is an important part of being an adventurer, and having a character die can be an exciting
end to a story and an opportunity for the player to transition into something new. In Daggerheart, when
you mark your last hit point, you must make a Death Move.
Death Move
Choose one of the options below.
Embrace death and go out in a blaze of glory. Take one action (at GM discretion), which becomes
an automatic critical success, then cross through the veil of death.
Avoid death and face the consequences. You drop unconscious temporarily and work with the
GM to describe how the situation gets much worse because of it. Then roll your Fear die; if its
value is equal to or under your Level, take a Scar. You may not take any actions while
unconscious. When you have any number of your marked Hit Points cleared by an ally, or on your
party’s next long rest, you will return to consciousness.
Risk it all. Roll your Duality Dice. If Hope is higher, you stay on your feet and clear an amount of
Hit Points and/or Stress equal to the value of the Hope die (divide the Hope die value up between
these however you’d prefer). If your Fear die is higher, you cross through the veil of death. If the
Duality Dice are tied, you stay on your feet and clear all Hit Points and Stress.
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If a player makes a death move that results in their character dying or no longer being able to play, they
should work with the GM before the next session to build a new character at the current level of the rest
of the party.
Scars
If you choose to avoid death, you might take a scar. If you do, permanently cross out one of your Hope
slots. You cannot use this slot to store Hope anymore. The narrative impact of this scar is up to you; for
example, you might now bear a physical scar, a painful memory, or a deep fear.
When you put a scar on your last Hope slot, it is time to end your character’s journey. Work with the GM
to find a graceful and fitting way for the party to say goodbye to them at the end of the session, and
prepare a new character for the next time you play.
Resurrection
It is possible to resurrect a dead character, though it will likely be a long, difficult, and costly process--
and they likely won’t return the same as they died. If a party decides to take this path upon a character’s
death, the GM will tell the players what it will take to make that happen. For more details on this, see the
section for resurrection in the GM’s section on page here [section pending].
There is also a one-time Resurrection spell available at Level 10 for any class that includes the Splendor
Domain. Once this spell is used, it will go into your vault permanently.
Flow of Combat
Combat in Daggerheart has no initiatives, no rounds, and no distinct number of actions you can take on
your turn—instead, any fights that happen play out narratively moment-to-moment, just like any other
action characters might take. This provides the players opportunities to team up together in their tactics,
respond appropriately to narrative changes in the scene, and not be locked into only doing violence once
the first strike happens.
Similarly, enemies don’t have a set order in which they act-- instead, the GM will make moves in
accordance with the fiction. Oftentimes, these moves will happen when a player rolls with Fear or fails
the action they were attempting, but a GM can make a move any time the narrative demands it. When
they make a move, they will usually escalate the scene in an exciting and dangerous way. A character
might take an attack from some enemies, become Vulnerable, or anything else that significantly changes
the scene. This creates a back-and-forth conversation that lets the story evolve organically between the
players and the GM.
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Action Tracker
Whenever there is a combat scenario that is likely to last more than a roll or two (or when play moves to
maps and miniatures, at the GM’s discretion), the GM should place the action tracker card on the table
within everyone’s reach. Whenever PCs make an action roll, they must place a character token on the
action tracker. While on the tracker, these are known as action tokens. It’s important to note that tokens
are not limited—if a player ever runs out, they should just grab more.
The PCs aren’t the only ones who use the action tracker, however! The GM spends action tokens to
activate adversaries. See “GM Turns” below for details on using it as a GM.
While the action tracker is on the table, it is important to remember that players may still act in any order
they’d like and take action multiple times in a row as the narrative flow demands it. The game should
continue as normal, the GM just has an additional tool at their disposal to help guide the combat
encounter. However, players are encouraged to give others turns with the spotlight; if another player
hasn't placed any tokens on the action tracker recently, consider letting them act—if they want to—before
you do anything else.
Example 1: Emerson places a character token on the action tracker (bringing the total tokens on the tracker
up to three), then makes a roll to strike an enemy he’s in melee with and gets a success with Fear. He
describes how he comes down with his sword in an overhead swing and deals 12 points of damage-- but
because the roll was with Fear, the GM also makes a move.
Example 2: Elise takes the three tokens off of the action tracker, spending the first to end the Vulnerable
condition on a nearby adversary, who breaks free from the vines that were binding them. She spends the next
token on the adversary Emerson just hit with his sword, describing the enemy’s warhammer being pulled out
of the mud and swung at Emerson’s ribs. Elise rolls for damage and totals it up for 9 physical damage. This
falls within Emerson’s Major threshold, but he marks two armor slots and rolls 2d6. The total is 5, so he
reduces the damage down to 4 and only takes 1 hit point. With the last token, Elise describes an adversary
sprinting all the way across the battlefield to get to the massive bell that would call in reinforcements. As he
prepares to ring it, Elise turns back to the players, asking, “What do you want to do?”
Activating Adversaries
When the GM makes a move, they may choose to spend any number of the tokens currently on the action
tracker. For each token they spend, they can activate an adversary on the battlefield to take an action
(this could be casting a spell, making an attack, ending a temporary condition, etc). Think of this action
tracker as the GM catching the actions of the adversaries up with where the players are in the fiction. The
GM’s turn lasts until they have exhausted all available tokens (or all they wish to utilize at this time). Once
they are done spending action tokens, play returns to the PCs.
Typically, the GM should not activate the same adversary twice within a single turn, no matter how many
tokens they have available. If they would like to activate the adversary again, they should do so on their
next turn (when a PC rolls a Failure or with Fear, returning play to the GM).
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At any time, the GM may clear two tokens on the action tracker in exchange for one Fear. Similarly, the
GM may exchange one Fear to place two additional tokens on the action tracker.
When combat has come to a close or the GM determines the action tracker is no longer necessary for
play, any remaining tokens become Fear for the GM at a 2:1 ratio (every 2 action tokens left on the tracker
gives the GM one Fear).
Example: The Warrior of the party just made a successful attack roll with Fear against one their
adversaries. The party is facing off with a group of bandits trying to steal a chest of treasure the
group is transporting for an ally. After the Warrior has dealt their damage, because they rolled with
Fear, play passes to the GM. The GM has four tokens on the action tracker and decides to spend
them as their move.
There are currently four tokens on the action tracker. On the battlefield are two ribbet bandits and a
group of minions. The GM spends one token to activate the first bandit. The GM describes to have
this bandit leap down from a nearby tree to slide beneath the party’s traveling wagon and breaking
off some of the wooden floorboards to get to the treasure inside.
The GM spends a second token to activate the second bandit, a large bullfrog-like figure with heavy
armor. They leap down to put themselves between a few members of the party and swing a massive
hammer, using an adversary move that lets them hit all targets within range of their weapon. The
GM rolls against the PCs’ evasion and succeeds. They then roll their damage dice and deal 12 points
of physical damage to all of them. Some of the PCs use armor to reduce the damage and each marks
their sheet accordingly.
The GM spends the third token and also spends Fear to use the Group Attack move. This moves all
the minions into melee range of the warrior. The GM makes an attack, describing the scene and
rolling against the warrior’s evasion. The GM succeeds, so the horde deals three damage each for a
total of 15 points of damage to the warrior. The warrior has no armor slots left, so they take Major
damage—marking two hit points.
There is one more token left to spend, but no more adversaries left to activate, so the GM returns
play to the PCs.
The action tracker allows the entire table to keep track of the portions of combat the group has focused
on, then center other areas of the conflict and “catch up time.” In this way, it helps the GM, and the table
as a whole, have an idea of who has acted, and who might need an opportunity to be showcased. For more
on using the action tracker to spotlight players, visit the GM section on Sharing the Spotlight.
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The addition of tokens to the tracker also provides a clear currency for the players to track and anticipate
the GM’s moves. When the players take a large number of actions in a row, the tracker fills, providing the
GM with more currency to spend on their turn, raising the stakes.
So don’t be afraid to leap in head-first and think like a storyteller—what would the hero of a novel or a tv
show do here? Think about not only what might be obvious, but what might also be most interesting or
how your character might approach the situation differently because of their background. But no matter
what you do, keep the story moving forward—the worst thing you can do as an adventurer is get so
caught up in trying not to get hurt that you stop being adventurous at all. You have some control over
whether you live or die, and you’ve got scars you can take if need be. It’s important to remember that you
are not your character; it’s okay to put them into harm’s way, push them to their limits, and take big risks
if it’s what is right for the story. Their trials and tribulations, their failures are not yours. We might always
want to win, but we do that as players by driving a compelling narrative together, not by having
successful dice rolls every time.
Stress, HP, and armor are chief among your other resources. They interact in varying ways that you can
manipulate and optimize with domain abilities, Heritage traits, your Class Feature, and more. For players
excited about the crunch of interacting mechanics, look to those resources and think about how
managing them helps you get the most out of your character. This will help your character to contribute
in conflicts and battles to the best of their potential to enhance the overall story.
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Tell the Story
You are an equal partner in telling the story alongside everyone else at the table. The GM will present
opportunities and challenges for the party along the way, but they are not the sole author of the narrative
you’re all exploring. Daggerheart is a collaborative experience where everyone is responsible for bringing
the kind of tone, feel, and themes they’re interested in to the table. If you want a certain theme or
emotional arc to be a part of your story, talk with your GM about finding those opportunities, and take it
upon yourself to seize them when they show up. You might also choose to take moments within the
scenes you are playing to showcase the driving force of that emotion and make actions that reflect that
desire. Your role as a player in Daggerheart is to guide your character along the best story arc you can,
not necessarily to always make the most tactical or strategic moves. Think about what you’re interested
in saying thematically with the narrative, and let that be expressed through your character.
Leveling Up
When a party has accomplished something of significance in a campaign, the GM may tell them that it is
time to Level Up. How often this happens is up to your GM and your group’s narrative preferences, but
most groups play at least three sessions (or many more) in between each time they Level Up.
When you Level Up, all the members of the party will raise their Level by +1 and have the chance to
upgrade their character’s traits and abilities. Generally, characters begin their journey at Level 1 and end
their journey at Level 10, but if a party loses a character in the middle of a campaign, the GM may instead
choose to have that player make a new character at the appropriate level of the party (if the player
wishes).
When a party Levels Up, each player will follow the steps outlined in the “Leveling Up” section of their
Character Guide. This section is divided up into three tier blocks; the first tier is for Levels 2-4, the
second tier is for Levels 5-7, and the third tier is for Levels 8-10. Each tier has a different set of options
players may choose from when upgrading their characters. More details about each of these tiers will be
detailed in the following sections.
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Level Achievements
The first thing players do is take any Level Achievements their character has earned. These are given in
bold at the top of the tier block. They include:
At Level 2, everyone earns an additional Experience and adds it to their character sheet with a modifier of
+1.
At Level 5, everyone earns an additional Experience and adds it to their character sheet with a modifier of
+1. They also clear the marks on each Character Trait they’ve previously increased and marked
(allowing them to later increase those traits further).
At Level 8, everyone earns an additional Experience and adds it to their character sheet with a modifier of
+1. They also clear the marks on each Character Trait they’ve previously increased and marked.
For help with Experience, see “Step 7: Choose Your Experience” in part 1.
Choosing Advancements
Next, players have a set list of options for upgrading their character. This can be found on their Character
Guide or in the class section of this book. They choose two from the list that have an open box next to
them (they may choose the same one twice if it has two open boxes), make the changes on their character
sheet that reflect this upgrade, then on their Character Guide, mark one of the open boxes on the options
they chose. Any options with all of their boxes marked can’t be used again.
When you choose to increase two unmarked Character Traits and mark them, you will choose two
Character Traits that don’t already have marks in them, and increase their values by +1. These
stats won’t be able to be increased again until the next tier (when your Level Achievement allows
you to clear those marks).
When you choose to increase an Experience, you will choose one Experience on your character
sheet and increase it by +1.
When you choose to increase your Evasion, raise your evasion score by 1.
When you choose to permanently add one or more Hit Point Slots, you will darken the outline of the
next circle in the Hit Point section of your character sheet in permanent marker.
When you choose to permanently add an Armor Slot, you will darken the outline of the next circle
in the Armor section at the top of your character sheet in permanent marker.
When you choose to permanently add a Stress Slot, you will darken the outline of the next circle in
the Stress section of your character sheet in permanent marker.
When you choose to increase your Weapon Proficiency, fill in one of the open circles in the Weapon
Proficiency section, then increase your weapon’s damage dice by +1d (for example, increasing its
damage from 2d6 to 3d6).
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When you choose to increase a Damage Threshold, add the amount indicated in the advancement
to the appropriate threshold. For example, if you were to increase your Major Damage threshold
by +2, it would bump that threshold from 20 up to 22, or 25 up to 27.
When you choose to take an upgraded subclass card, take the next card in the subclass arc. If you
only have the foundation card, take a specialization. If you have a specialization already, take a
mastery. You’ll also cross out the option to multiclass during that tier of level-ups.
When you choose to multiclass, you can take certain features and domain cards from another
class. You’ll see a black box around the level-up slots. That is because multiclassing requires you
to mark both level-up slots in order to take it as an option. See “Multiclass” in part 1 for details.
In addition, they may also choose to trade out one domain card they already have for a different domain
card at a level equal to the chosen card or lower.
Since each player can’t have more than five Domain Cards active at a time, players at Level 5 and above
will need to choose which Domain Cards to keep in their Loadout and which to store in their Vault, as
described in “Loadout and Vault” in part 1.
Multiclassing
Starting at Level 5, you may choose multiclassing as an option when leveling up. When you multiclass,
you will get to choose an additional class to take a domain from, and gain access to a particular Multiclass
Feature. Take the appropriate Multiclass Module and add it to the right side of your character sheet, and
then choose a Foundation card from a subclass of your choice. If that Foundation card has a Spellcast
Trait on it, you can choose to use that trait when making a Spellcast roll.
When you multiclass, you also must cross out one available “take an upgraded subclass card” option on
the level up sheet, meaning you won’t be able to gain the mastery card for any subclass. You will also
cross out any other multiclass options, as you can only multiclass once during a campaign.
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Choose a domain you don’t already have access to from the choices on the module. Whenever you get to
choose domain cards, you may now always also look at cards that match your additional domain at half
your current level (rounded up). This means a Level 5 Wizard who decides to multiclass into Druid and
chooses the Sage Domain would also have the option of any Level 3 or below Sage Domain cards.
Any moves or spells you use while multiclassing are always performed at your current level. For example,
a level 7 Wizard that multiclasses into a Druid can use the Level 7 Beastform options. If any move you get
by multiclassing asks you to use a number of dice equal to your Level, it is the Level on your character
sheet. It is only the domain cards that are subject to the half-level restriction.
Multiclass Features
Below are the features that become available to you when you multiclass. Most of them are a modified
versions of that class’s Class Feature.
Bard
Rally
At the beginning of a session, place a d6 on the appropriate spot on the multiclass sheet with the lowest
value side (1) facing up. When anyone in your party rolls with Fear, increase the Rally die’s value by one.
When you would increase the value above 6, remove the die, describe how you rally the party, and give
every character who listens a 1d6 Rally die. They can spend this die to roll it and add the result to any
action roll, reaction roll, or damage roll.
If your Rally die hasn’t finished this countdown by the end of a session, distribute the current value shown
on the die as Hope amongst your party, splitting it any way you choose, and remove the die.
The Rally die you distribute increases to 1d8 at Level 8.
Druid
Wildtouch
You can perform harmless, subtle effects that involve nature at will. (Ex: causing a flower to rapidly grow,
summon a slight gust of wind, start a campfire, etc)
Beastform
Mark a Stress to transform into a magical creature (in the Beastform list) equal to your level or lower. You
lose the use of your features, equipment and domain cards but gain the features and attack trait of the
creature. You can drop out of this form at any time.
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Guardian
Unstoppable
Once per Long Rest, you can become Unstoppable. Your Unstoppable die begins as a d4. Place it on the
appropriate spot on the multiclass sheet, starting with the die’s highest value facing up. While
Unstoppable, you:
● Gain resistance to physical damage.
● Add an additional d6 to any damage rolls you make.
● Can spend stress to reroll any single die you’ve rolled.
Anytime you roll your damage dice, reduce the Unstoppable die value by one. When you would reduce
the value below 1 or the scene ends, remove it and drop out of Unstoppable. At Level 8, upgrade your
Unstoppable die to a d6.
Ranger
Ranger’s Focus
Spend Hope and make an attack with your weapon. On a success, you temporarily put your Ranger’s
Focus on the target along with doing damage from the attack. While they are your focus:
● You know precisely what direction they are in.
● All damage rolls you make against them add +1d6.
● On a missed attack you make against them, you may end Ranger’s Focus to reroll your Duality
Dice and take the new result.
You may only hold Ranger’s Focus on one creature at a time.
Rogue
Hide
When you move into a location where no enemies can see you, you are Hidden (you are unable to be
directly targeted by attacks and any rolls against you at disadvantage). As a Rogue, when you are Hidden,
targets also can’t see you, even if they move into line of sight. You are no longer Hidden after you move or
attack. When you leave Hidden to make an attack, the roll has advantage.
Sneak Attack
If you have advantage on an attack roll, or an ally is in melee with your target, always add a d6 to your
damage roll. When you use Sneak Attack, you may also spend any number of Hope before the attack roll,
and if it is successful, also add a number of d6 equal to the Hope spent.
Seraph
Prayer Dice
At the beginning of a session, roll a number of d4 dice equal to half your Spellcast trait (rounded up) and
store them on the appropriate spot on your multiclass sheet. You can exhaust them at any time to use
their value in reducing incoming damage, adding to a roll result, or exchanging for that many Hope you
may give to any player. Clear these dice at the end of a session.
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Sorcerer
Arcane Sense:
You can sense the presence of magical people and objects when you’re close to them.
Minor Illusion:
Roll with Spellcast (12). On a success, you create a minor illusion no larger than yourself within close
range that is convincing to anyone in far range or further.
Warrior
Battle Strategist
Whenever you are making a roll to physically hinder a creature that isn’t a weapon attack (shove, trip,
grapple, etc) you can spend a Hope to have advantage. On a success, you can choose to deal 1d6 physical
damage to the target.
Combat Training
Ignore burden when equipping weapons, and you may place primary weapons in your secondary weapon
slot. Always add additional physical damage equal to the value of half your Level (rounded up) when you
attack.
Wizard
Prestidigitation
You can perform harmless, subtle magical effects at will. Examples might include changing an object’s
color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small
object, etc.
Strange Patterns
Choose a number between 1-12. Anytime you roll that number on your Hope die, gain a Hope or clear a
stress. You may change this number on any long rest.
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Example of Leveling Up
Kat’s party has just advanced to level 2 and the group is leveling up together. Kat slides down the Warrior
character information sheet to bring Tabby up to level 2.
First, Kat adds a new Experience for Tabby. Because Tabby has been doing a lot of acrobatics and daring
jumps, they decide to give her the Experience “Always Land on my Feet”. It’s a new Experience, so they set it
at +1.
Next, they look at the advancement options for Levels 2-4. They know they want to increase Tabby’s Agility,
since that’s her primary trait for combat. So first they mark “Increase two unmarked Character Traits by 1
and mark them.” Kat chooses Agility and Instinct, raising each by 1 (Tabby now has an Agility of +3 and an
Instinct of +2), then marks the circle by each trait raised as a reminder that they can’t be raised again until
Tabby hits level 5 and clears marks on all traits.
Next, because Tabby is the front line for her group, Kat marks “Permanently add one Armor Slot.” They look
at the armor section of Tabby’s character sheet and permanently fill in the outline of one of the dotted
squares to represent Tabby gaining a new permanent armor slot. That means she’ll be able to take more
punishment in combat.
Then they go to Tabby’s Damage thresholds and increase Tabby’s Severe threshold by 2, from 15 to 17.
Lastly, Kat asks for the domain decks for Blade and Bone to pick a new domain card at level 2 or lower. At
level 2, their options in the Blade deck are Reckless and A Soldier’s Bond. Their choices from the Bone are
Strategic Approach and Ferocity. Kat really likes the option to gain and give hope with A Soldier’s Bond, and
since Tabby’s Knowledge trait is only 0, they don’t think Strategic Approach is a good choice. They settle on
Ferocity to give themselves an evasion boost when Tabby is in the middle of a number of foes and taking a lot
of attacks.
New domain card in their loadout, Kat reviews the steps. They added their experience of “Always Land on My
Feet” at +1, they picked two advancement options and applied them, they raised their Severe HP threshold,
and they selected a new domain card - Ferocity. Kat goes back and writes in “2” for Tabby’s level and then
updates the damage bonus from Combat Training to +2, since her level has increased.
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Equipment
This section details the rules for equipping and using weapons and armor, followed by lists of the
weapons and armor in this game.
As you acquire new gear throughout your journey, you can carry one additional weapon (either primary
or secondary) and one additional armor in the “Inventory Weapon” and “Inventory Armor” slots; there’s
only so much room in your pack, after all. The inventory weapon and armor slots hold equipment you
don’t have equipped, so you can’t wield these items or gain their benefits.
If you want to switch to a different weapon or armor than you currently have active while in danger or
under pressure, mark 1 Stress per piece of equipment you’d like to swap. If you aren’t in danger or under
pressure, you can switch weapons and armor freely. If you switch your armor, your armor slots do not
refresh.
Using Weapons
Weapons are defined by several details: the trait they use, their range, damage dice, damage type, burden
(how many hands it needs), and sometimes a feature. Each of these details are described in later in this
sections. Each weapon also has a tier, which indicates what level a character must be to unlock that
weapon. See “Primary Weapon Tables” and “Secondary Weapon Tables” for the weapon options in this
book (listed by tier).
Proficiency
Your Proficiency (shown in the “Active Weapons” section of your character sheet) reflects how skilled
you are at wielding a weapon. You’ll start at one Proficiency, then have the opportunity to permanently
increase this value up to a maximum of 6 over the course of a campaign. The amount of Proficiency you
have generally determines how many damage dice you roll on a successful attack with a weapon, though
other abilities or spells may use proficiency as well. This value is not weapon-specific, and does not
change or reset when you equip a new weapon.
Any time a damage roll denotes the dice type but doesn’t tell you the number of dice to roll (ie: deal d8
physical damage), that means you roll a number of those dice equal to your proficiency.
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Primary and Secondary Weapons
Weapons fall into two main categories: primary and secondary.
Primary weapons are the main weapons you’ll likely be fighting with during an encounter. You can only
hold one of these at a time in your primary weapon slot. If you take a weapon with a burden of two hands
(see “Burden”), this is typically the only weapon you can have active. To find the list of starting primary
weapons, called Tier 0 Primary Weapons, see “Primary Weapon Tables.”
Secondary weapons are typically ancillary pieces of equipment that augment your fighting, like shields,
daggers, small swords, etc. If you take a primary weapon with a burden of one hand, it is recommended
you also take a secondary weapon. However, you can’t hold a secondary weapon if your primary weapon
requires two hands. Additionally, you can only hold one secondary weapon at a time in your secondary
weapon slot. To find the list of starting secondary weapons, called Tier 0 Secondary Weapons, see
“Secondary Weapon Tables.”
You can make an attack roll with either a primary or secondary weapon you have equipped, allowing for
flexibility in the types of attacks you can make. The secondary weapon often also has a feature that
augments another aspect of your fighting style as well—a dagger might grant you extra damage to targets
you attack with your primary weapon in melee, a shield might add to your armor score, etc. Most
adventurers will choose to at least carry a primary weapon, but you’re not required to. For guidance on
fighting without a weapon, see “Unarmed Combat Rolls.”
Throwing a Weapon
When you are using a weapon that could be theoretically thrown (like a dagger or an axe), you can make
an attack roll using Finesse to do so. Its range is very close, it does half-damage, and once thrown, you
will not have access to using that weapon again until you retrieve it. (See “Weapon Statistics” below for
details on what this means.)
Weapon Statistics
Each weapon presented in this book includes the following details:
Name
In your character's early adventures, most weapon names are the same as their type—for starting
weapons, this is often something straightforward like Battleaxe or Hand Runes. As characters level up and
collect better equipment, this type could become more specific—something like a Flaming Dragonscale
Blade, Valiant Bow, or even a named weapon like the Wand of Essek.
Trait
This tells players what trait is used when making an attack with this weapon. For example, a Strength
weapon will use your Strength Character Trait anytime you use it to make an attack on a target.
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Range
Range signifies the maximum distance from which a weapon or effect can hit a target. Distance in
Daggerheart is zone-based and relative to a character’s location—they may be able to hit something in
Melee, Very Close, Close, Far, or Very Far range with an effect or weapon. Distance is covered in more
detail with “Maps, Range, and Movement” in part 2.
Damage Dice
The damage dice represent how deadly your weapon is against the enemies you face. When a weapon’s
damage lists a type of die—like “d8”—you roll one of those dice to determine the damage you deal.
As you gain levels, you’ll increase your weapon Proficiency (see “Proficiency”), which starts at 1. Unless
otherwise specified, you roll a number of weapon dice equal to your Proficiency. When your Proficiency
increases to 2, you’ll roll two weapon dice instead of one, adding their values together to determine
damage, and so on. For example, if your Proficiency is 2 and your weapon die is a d8, you roll 2d8 and add
their values together—so if you roll a 4 and an 8 on these dice, you do a total of 12 damage.
Damage Type
A weapon’s damage type specifies what kind of damage it does to a target; either Physical (Phy) or Magic
(Mag). Physical damage is usually damage from any wielded weapon that cuts, stabs, or bludgeons
(swords, longbows, war hammers, etc.). Magic damage is usually damage caused or enhanced by magic
(Conjure Swarm, Midnight Spirit, Smite, etc.)
Damage type is important because some creatures might have resistance or immunity to one of the two
types (something like ghosts may not be as affected by physical damage as they are by magic damage,
etc.) For more about resistance, see the earlier “Resistance and Immunity” section.
You typically can’t wield weapons that do magic damage unless you can Spellcast (a feature available on
some Class Foundation cards).
Burden
The burden of a weapon is how many hands it takes to wield it. Weapons are either one or two-handed.
When you take a weapon, you’ll also fill up a number of hands equal to its burden on your character sheet.
If you can’t bear the burden of a particular weapon because your hands are already full, you can’t equip it.
You’re welcome to create a character with any number of hands you wish, or wield a weapon using
something other than your hands; however, when tracking burden, each character mechanically has two
(and only two) appendages capable of weapon-wielding.
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Feature
Features on a weapon are any special rules that apply only to that particular weapon. Some might have
tags (like Heavy or Light) with the effect of the tag listed beside it. Others might specify alternative
damage dice to use when attacking from different ranges. The mechanical options will vary, and any
weapons with a Feature will include an extra section in their description that provides further details
about what it does and how it may be applied. These effects only apply while the weapon is equipped, so
if you put a weapon into your inventory or you don’t have that weapon anymore, you no longer gain the
benefits of that feature.
Using Armor
Armor is defined by three details: a name, a base value, and (sometimes) a feature. Whenever you equip
armor on your character, record its details in the Active Armor section of your character sheet, then in
the Armor box at the top left of your character sheet, record your Armor Score. (See “Armor” for starting
armor, also called tier 0 armor).
Your Armor Score includes your armor’s base value plus any permanent bonuses you have to your armor
from other abilities.
When you take damage, you can negate some (or all) of it by marking one of the open Armor Slots next to
the Armor box, then reducing the damage by your Armor Score. You have three available Armor Slots to
start, and can earn more over the course of a campaign.
Each time you take damage, you can mark as many armor slots as you’d like (up to the total you have
remaining) when reducing damage. Once all Armor Slots are filled, your armor is considered broken and
can’t be used again until you repair it, either as an action during Downtime or at a local armor shop.
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Primary Weapon Tables
Players may choose any primary weapon at tier 0 during character creation. Other weapons will become
available to them throughout a campaign as they level up.
Magic Weapons
Requires the Spellcast Ability
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Tier 1 (Levels 2-4)
Physical Weapons
Name Trait Range Damage Burden Feature
Improved Strength Melee d10+4 (Phy) Two-Handed —
Battleaxe
Improved Strength Melee d12+4 (Phy) Two-Handed Heavy (−1 to Agility)
Warhammer
Improved Strength Melee d10+4 (Phy) Two-Handed Massive (−1 Agility, roll one
Greatsword extra damage die and drop the
lowest)
Improved Mace Strength Melee d8+2 (Phy) One-Handed —
Improved Saber Agility Melee d8+2 (Phy) One-Handed —
Improved Agility Melee d8+2 (Phy) Two-Handed Reliable (+1 to attack rolls with
Longsword this weapon)
Improved Agility Melee d10+2 (Phy) One-Handed -
Shortsword
Improved Rapier Presence Melee d8+2 (Phy) One-Handed Light (+1 to Agility)
Improved Dagger Finesse Melee d8+2 (Phy) One-Handed Quick (Mark stress to attack an
additional target in range.)
Improved Instinct Melee d10+4 (Phy) Two-Handed —
Quarterstaff
Improved Halberd Strength Very Close d10+2 (Phy) Two-Handed —
Improved Agility Far d8+4 (Phy) Two-Handed —
Shortbow
Improved Finesse Far d8+4 (Phy) One-Handed —
Crossbow
Improved Agility Very Far d8+4 (Phy) Two-Handed Cumbersome (−1 to Evasion)
Longbow
Gilded Falchion Strength Melee d10 (Phy) One-Handed Powerful (Roll one extra
damage die and drop the
lowest.)
Urok Shortsword Finesse Melee d12 (Phy) One-Handed Light (+1 to Agility)
Steelforged Strength Very Close d10+2 (Phy) Two-Handed Scary (Successful attacks also
Halberd deal +1 stress.)
Bladed Whip Agility Very Close d10 (Phy) One-Handed Quick (Mark stress to make an
attack against two targets in
range of you.)
War Scythe Finesse Very Close d10 (Phy) Two-Handed Reliable (+1 on any attack rolls
with this weapon.)
Knuckle Blades Strength Melee d8+2 (Phy) Two-Handed Brutal (For every 8 rolled on a
damage die, roll an additional
d8 of damage.)
Greatbow Finesse Far d8+2 (Phy) Two-Handed Powerful (Roll one extra
damage die and drop the
lowest.)
Blunderbuss Finesse Far d10 (Phy) One-Handed Reloading (If any of your
damage dice land on a 10, you
must mark stress to reload this
weapon before it can be shot
again.)
Finehair Bow Agility Very Far d8+2 (Phy) Two-Handed Reliable (+1 on any attack rolls
with this weapon.)
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Magic Weapons
Requires the Spellcast Ability
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Tier 2 (Levels 5-7)
Physical Weapons
Name Trait Range Damage Burden Feature
Advanced Strength Melee d10+6 (Phy) Two-Handed —
Battleaxe
Advanced Strength Melee d12+6 (Phy) Two-Handed Heavy (−1 to Agility)
Warhammer
Advanced Agility Melee d10+4 (Phy) One-Handed —
Shortsword
Advanced Rapier Presence Melee d8+4 (Phy) One-Handed Light (+1 to Agility)
Advanced Dagger Finesse Melee d8+4 (Phy) One-Handed Quick (Mark stress to attack
an additional target in
range.)
Advanced Instinct Melee d10+6 (Phy) Two-Handed —
Quarterstaff
Advanced Agility Melee d8+4 (Phy) Two-Handed Reliable (+1 to attack rolls
Longsword with this weapon)
Advanced Strength Melee d10+4 (Phy) Two-Handed Massive (−1 Agility, roll one
Greatsword extra damage die and drop
the lowest)
Advanced Mace Strength Melee d8+4 (Phy) One-Handed —
Advanced Saber Agility Melee d8+4 (Phy) One-Handed —
Advanced Halberd Strength Very Close d10+4 (Phy) Two-Handed —
Advanced Agility Far d8+6 (Phy) Two-Handed —
Shortbow
Advanced Finesse Far d8+6 (Phy) One-Handed —
Crossbow
Advanced Agility Very Far d8+6 (Phy) Two-Handed Cumbersome (−1 to Evasion)
Longbow
Bravesword Strength Melee d12+4 (Phy) Two-Handed Dense (−1 to Agility & +3 to
Severe Damage Threshold)
Flickerfly Blade Agility Melee d8+2 (Phy) One-Handed Soulswift (You may re-roll
any damage die that rolls a
value lower than your Agility.
You must use the new result)
Meridian Cutlass Presence Melee d10+2 (Phy) One-Handed Quick (Mark stress to make
an attack against two targets
in range of you.)
Labrys Axe Strength Melee d10+4 (Phy) Two-Handed Protective (Add +1 to your
Armor score.)
Hell’s Hammer Strength Melee d10+4 (Phy) Two-Handed Devastating (Mark stress
before your attack roll to use
d20s as your damage dice
instead.)
Retractable Saber Agility Melee d10+2 (Phy) One-Handed Retractable (Blade can be
hidden in hilt to avoid
recognition as a weapon.)
Double Flail Agility Very Close d10+4 (Phy) Two-Handed Powerful (Roll one extra
damage die and drop the
lowest.)
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Talon Blades Finesse Close d10+4 (Phy) Two-Handed Brutal (For every 10 rolled on
a damage die, roll an
additional d10 of damage.)
Spiked Bow Agility Very Far d8+4 (Phy) Two-Handed Versatile (Agility Melee - d12)
Black Powder Finesse Very Far d10+2 (Phy) One-Handed Reloading (If any of your
Revolver damage dice land on a 10,
you must mark stress to
reload this weapon before it
can be shot again.)
Magic Weapons
Requires the Spellcast Ability
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Blessed Anlace Instinct Melee d8+2 (Mag) One-Handed Healing (During downtime,
automatically heal 1 hit
point.)
Ilmari’s Finesse Very Far d10+2 (Mag) One-Handed Reloading (If any of your
Blunderbuss damage dice land on a 10,
you must mark stress to
reload this weapon before it
can be shot again.)
Widogast Pendant Knowledge Close d8+2 (Mag) One-Handed Timebender (You may
choose the target of your
attack after making your
attack roll.)
Physical Weapons
Name Trait Range Damage Burden Feature
Legendary Strength Melee d10+8 (Phy) Two-Handed —
Battleaxe
Legendary Strength Melee d12+8 (Phy) Two-Handed Heavy (−1 to Agility)
Warhammer
Legendary Agility Melee d10+6 (Phy) One-Handed —
Shortsword
Legendary Agility Melee d8+6 (Phy) Two-Handed Reliable (+1 to attack rolls
Longsword with this weapon)
Legendary Strength Melee d10+6 (Phy) Two-Handed Massive (−1 Agility, roll one
Greatsword extra damage die and drop
the lowest)
Legendary Rapier Presence Melee d8+6 (Phy) One-Handed Light (+1 to Agility)
Legendary Dagger Finesse Melee d8+6 (Phy) One-Handed Quick (Mark stress to attack
an additional target in
range.)
Legendary Instinct Melee d10+8 (Phy) Two-Handed —
Quarterstaff
Legendary Mace Strength Melee d8+6 (Phy) One-Handed —
Legendary Saber Agility Melee d8+6 (Phy) One-Handed —
Legendary Halberd Strength Very Close d10+8 (Phy) Two-Handed —
Legendary Finesse Close d8+8 (Phy) One-Handed Enchanted (this weapon
Returning Blade returns to its owner’s hand
after being thrown)
Legendary Agility Far d8+8 (Phy) Two-Handed —
Shortbow
Legendary Finesse Far d8+8 (Phy) One-Handed —
Crossbow
Legendary Agility Very Far d8+8 (Phy) Two-Handed Cumbersome (−1 to Evasion)
Longbow
Double-Sided Agility Melee d10+6 (Phy) Two-Handed Quick (Mark stress to make
Sword an attack against two targets
in range of you.)
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Curved Daggers Finesse Melee d10+6 (Phy) Two-Handed Serrated (Any 1’s rolled on
the damage dice count as 11
points of damage.)
Swinging Presence Close d10+6 (Phy) Two-Handed Grappling (Spend Hope on a
Ropeblade successful attack to
temporarily keep the target
in place, or pull them into
Melee with you.)
Extended Polearm Finesse Very Close d10+6 (Phy) Two-Handed Long (Can target all enemies
in a line within range with
your attack)
Sledge Axe Strength Melee d12+6 (Phy) Two-Handed Destructive (−1 to Agility, all
Very Close enemies mark
stress on a successful attack)
Impact Gauntlet Strength Melee d10+4 (Phy) One-Handed Concussive (Spend Hope on
a successful attack to launch
the target into far range.)
Aantari Bow Finesse Far d8+6 (Phy) Two-Handed Reliable (+1 on any attack
rolls with this weapon.)
Ricochet Axes Agility Far d8+6 (Phy) Two-Handed Bouncing (Spend any amount
of stress to hit that many
targets in range with the
attack.)
Hand Cannon Finesse Very Far d10+4 (Phy) One-Handed Reloading (If any of your
damage dice land on a 10,
you must mark stress to
reload this weapon before it
can be shot again.)
Magic Weapons
Require the Spellcast Ability
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Siphoning Presence Melee d10+6 (Mag) Two-Handed Lifestealing (On a successful
Gauntlets hit, roll a d6. On a 6, heal a
hit point or clear a stress.)
Midas Scythe Knowledge Melee d10+6 (Mag) Two-Handed Greedy (You may spend one
handful of gold to increase
your proficiency by +1 on a
damage roll.)
Floating Instinct Close d10+4 (Mag) One-Handed Powerful (Roll one extra
Bladeshards damage die and drop the
lowest.)
Bramblebow Instinct Far d8+6 (Mag) Two-Handed Reliable (+1 on any attack
rolls with this weapon.)
Wand of Essek Knowledge Far d12+4 (Mag) One-Handed Timebender (−1 to Agility.
You may choose the target of
your attack after making
your attack roll.)
Magus Revolver Finesse Very Far d10+4 (Mag) One-Handed Reloading (If any of your
damage dice land on a 10,
you must mark stress to
reload this weapon before it
can be shot again.)
Bloodstaff Instinct Far d20 (Mag) Two-Handed Painful (Mark stress every
time you roll damage on an
attack with this weapon.)
Fusion Gloves Knowledge Very Far d6+6 (Mag) Two-Handed Bonded (Add your Level to
the damage result.)
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Tier 1 (Levels 2-4)
Name Trait Range Damage Burden Feature
Improved Round Strength Melee d4+2 (Phy) One-Handed Protective (+3 to Armor
Shield Score. )
Improved Tower Strength Melee d6+2 (Phy) One-Handed Barrier (+5 to Armor Score,
Shield −2 to Evasion)
Improved Dagger Finesse Melee d8+2 (Phy) One-Handed Paired (+3 to Primary
Weapon damage in Melee)
Improved Agility Melee d10+2 (Phy) One-Handed Paired (+3 to Primary
Shortsword Weapon damage in Melee)
Improved Finesse Far d8+2 (Phy) One-Handed —
Crossbow
Improved Whip Agility Very Close d6+2 (Phy) One-Handed Whipcrack (Mark stress to
scatter enemies in Melee
into close range)
Spiked Shield Strength Melee d6+2 (Phy) One-Handed Double Duty (+2 to Armor
score, +1 to Primary Weapon
damage in Melee)
Parrying Dagger Finesse Melee d6+2 (Phy) One-Handed Parry (On an attack against
you, roll this weapon’s
damage dice. If any match
the attacker’s, they are
removed before damage is
totalled.)
Throwing Axe Agility Close d6+4 (Phy) One-Handed Retrieve (Must be retrieved
once thrown before using
again.)
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Tier 3 (Levels 8-10)
Name Trait Range Damage Burden Feature
Legendary Round Strength Melee d4+6 (Phy) One-Handed Protective (+5 to Armor
Shield Score)
Legendary Tower Strength Melee d4+6 (Phy) One-Handed Barrier (+7 to Armor Score,
Shield −2 to Evasion)
Legendary Dagger Finesse Melee d8+6 (Phy) One-Handed Paired (+5 to Primary
Weapon damage in Melee)
Legendary Agility Melee d10+6 (Phy) One-Handed Paired (+5 to Primary
Shortsword Weapon damage in Melee)
Legendary Finesse Far d8+6 (Phy) One-Handed —
Crossbow
Legendary Whip Agility Very Close d6+6 (Phy) One-Handed Whipcrack (Mark stress to
scatter enemies in Melee
into close range)
Braveshield Agility Melee d4+6 (Phy) One-Handed Sheltering (Using an armor
slot reduces damage for you
and all allies in Melee with
you.)
Knuckle Claws Strength Melee d6+6 (Mag) One-Handed Doubled Up (When you make
an attack with your Primary
Weapon, you also apply that
roll to another enemy in
range of this weapon.)
Primer Shard Instinct Very Close none One-Handed Locked On (On a successful
attack with this weapon
against a target, the next hit
with your Primary Weapon
automatically hits that
target.)
Armor Tables
Players may choose any piece of armor at tier 0 during character creation. Other armor will become
available to them throughout a campaign as they level up.
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Tier 1 (Levels 2-4)
Armor Base Score Feature
Improved Leather Armor 4 Light (+1 to Evasion)
Improved Breastplate Armor 6 —
Improved Chainmail Armor 8 Heavy (−1 to Evasion)
Improved Full Plate Armor 10 Very Heavy (−2 to Evasion and −1 to Agility)
Elundrian Chain Armor 3 Reinforced (Increase your armor score by the number of
unmarked armor slots you have)
Irontree Breastplate Armor 5 Sturdy (Before you mark your last armor slot, roll your
armor die. On a 6, you use the armor without marking
the slot.)
Runetan Shield 5 Warded (Each armor slot is worth an extra 2d4 against
magic damage.)
Harrowbone Armor 5 Resistant (Mark 2 armor slots to make yourself resistant
to the incoming damage instead of reducing it by your
armor score.)
Tyris Soft Armor 5 Quiet (+2 to any rolls you make to move without being
heard.)
Rosewild Armor 5 Hopeful (Anytime you need to spend Hope, you may
mark an Armor Slot instead.)
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Tier 3 (Levels 8-10)
Armor Base Score Feature
Legendary Leather Armor 6 Light (+1 to Evasion)
Legendary Breastplate Armor 8 —
Legendary Chainmail Armor 10 Heavy (−1 to Evasion)
Legendary Full Plate Armor 12 Very Heavy (−2 to Evasion and −1 to Agility)
Emberwoven Armor 7 Burning (When an enemy strikes you in Melee, they
immediately mark a stress.)
Dunamis Silkchain 5 Timeslowing (On any incoming attacks, roll 1d4 and add
its value to your Evasion score.)
Veritas Opal Armor 7 Truthseeking (This armor glows when anyone within
close range tells a lie.)
Channeling Armor 6 Channeling (While this armor is equipped, take +1 to all
Spellcast rolls.)
Savior Chainmail 16 Difficult (−1 to all Character Traits)
Full Reinforced Armor 6 Variable (Add +1 to your armor score for every range
beyond Melee the damage is coming from.)
Loot
Loot in Daggerheart consists of the additional items and consumables you might find along your journey.
Pull directly from the tables below, or use them as inspiration for your own loot.
Items
Items are loot that you carry in your inventory indefinitely. Unless you choose to get rid of them or
something happens in the narrative that causes you to lose them, they will remain with you.
01 Premium Bedroll - During any rests, you always 16 Skeleton Key - Use this to make a Finesse roll at
automatically clear 1 stress. advantage when attempting to open a locked door.
02 Piper Whistle - A handcrafted whistle. Each that 17 Arcane Prism - Position this prism in a location of your
are made have a distinctive sound, and the piercing choosing. Once activated, any allies that stand within
tone can be heard across a one mile radius. close distance of this prism get +1 to their Spellcast rolls.
Once it is deactivated, it can’t be activated again until your
next long rest.
03 Charging Quiver - When arrows for a bow are kept 18 Minor Stamina Potion Recipe - During downtime, spend
in the Charging Quiver, damage rolls using the bow one of your actions and a handful of gold to craft a Minor
deal +2 damage. Stamina Potion.
04 Alistair’s Torch - A magic torch that lights at will 19 Minor Health Potion Recipe - During downtime, spend
and spreads light much farther than it looks like it one of your actions and a handful of gold to craft a Minor
should. This could fill a cave with light bright Health Potion.
enough to feel like its daytime.
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05 Speaking Orbs - A pair of orbs that allow any 20 Homing Compasses - Two compasses that only point at
creatures holding them to communicate with each each other no matter how far apart they are.
other across any distance.
06 Manacles - A pair of locking cuffs with a key. 21 Corrector Sprite - A tiny sprite who sits in the curve of
your ear canal and whispers helpful advice during combat.
Once per short rest, you may take advantage on an attack
roll. Do not give them your true name.
07 Arcane Cloak - A cloak whose color, texture, and 22 Gecko Gloves - You can climb up vertical surfaces and
size can be adjusted by any user with the spellcast across ceilings.
ability at will.
08 Woven Net - A net that can be used to trap small 23 Lorekeeper - Store the name of up to three hostile
creatures. To use it, make a Finesse roll. On a creatures. Next time you face them, take +1 on any
success, the difficulty to break free is 16. action rolls against them.
09 Fire Jar - Pour out strange liquid within the 24 Vial of Darksmoke Recipe - During downtime, spend one
contents of this jar to instantly produce fire. The of your actions and mark a stress to craft a Vial of
contents regenerate on your next long rest. Darksmoke.
10 Suspended Rod - A flat rod inscribed with runes. 25 Bloodstone - Attach to a weapon. Adds the following
When it is activated, it is immediately suspended in feature to a weapon that doesn’t already have a feature:
place where it is. It cannot move, does not abide by Brutal (If any of your damage dice roll their maximum
the rules of gravity, and will remain in place until it value, roll an additional damage die of that size.)
is deactivated.
11 Glamor Stone - Activate this pebble-sized stone to 26 Greatstone - Attach to a weapon. Adds the following
memorize a look - hairdo, makeup, outfit. You may feature to a weapon that doesn’t already have a feature:
spend a Hope to instantly re-create this look at Powerful (Roll one extra damage die and drop the lowest.)
any time.
12 Empty Chest - A magical chest that will appear 27 Glider - A small parachute that can be deployed by
empty, even if there are items being kept inside. marking Stress. It allows the user to glide down from a
The owner can use a specific word, phrase, or high place safely to the ground below.
other trigger when opening the chest to reveal
these items.
13 Companion Case - A carrying case for a small 28 Ring of Silence - Spend a Hope to activate this ring until
animal companion. While they are inside, the case your next short rest. Your footsteps are silent.
and the animal are immune to all harm.
14 Piercing Arrows - When firing a bow, you may use 29 Calming Pendant - If you should ever have to mark your
Piercing Arrows to add your proficiency to your last stress slot, roll a d6. On a 5+, don’t mark it.
damage roll. 3 uses per short rest. 〇 〇 〇
15 Valorstone - Attach to armor. Adds the following 30 Dual Flask - A flask that can hold two different liquids. A
feature to armor that doesn’t already have a small button on the side allows the drinker to switch
feature: between them.
Resilient (Before you mark your last armor slot, roll
a d6. On a 6, you use the armor without marking the
slot.)
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31 Bag of Ficklesand - This is a small bag of sand that 46 Flickerfly Pendant - While wearing your melee weapons
can be convinced to be much heavier or lighter dealing physical damage extend with a gossamer sheen.
than it should be with a Presence (10) roll. You can You can hit creatures up to very close range.
also blow sand in the face of an adversary with a
Finesse roll to make them temporarily Vulnerable.
32 Ring of Resistance - Once per long rest, activate 47 Lakestrider Boots - You may walk along the surface of
this ring to only take half damage on an incoming water as if it were soft ground.
attack.
33 Phoenix Feather - While you have any quantity of 48 Clay Companion - This ball of clay can be sculpted into
Phoenix Feathers, when you drop unconscious and various animal shapes and will then behave as that animal
roll to see if you take a scar, always take +1 to the (a clay spider can spin clay webs, a clay bird can fly). This
die result. companion has continuity of memory and self across
different shapes but may adopt some mannerisms with
each form.
34 Box of Many Goods - A small box that can only be 49 Attune Relic - Add +1 to your Instinct. You cannot hold
opened once per long rest. When it is, roll a d12. If any other relics.
you roll a 1-6, it is empty. If you roll a 7-10, it
contains one random consumable. If you roll an 11-
12, it contains two random consumables.
35 Airblade charm - Attach to a melee weapon to 50 Honing Relic - Add +1 to one of your Experiences. You
make it able to attack at a Close distance. 3 uses cannot hold any other relics.
per short rest.
36 Portal Seed - Plant this in the ground to grow a 51 Mythic Dust Recipe - During downtime, spend one of
portal in this spot. The portal will be ready to use your actions and a bag of gold to craft Mythic Dust.
in 24 hours and you may travel to any other spot
you’ve planted a portal seed. A portal may be
destroyed by dealing any amount of magic damage
to it.
37 Paragon’s Chain - Once per long rest, you may 52 Shard of Memory- Once per long rest you may spend 2
spend a downtime action to meditate on an ideal Hope to recall a Domain card from your vault instead of
or principle you hold dear and focus your will into payings its Recall Cost.
the chain. Until your next long rest, you can spend
a Hope to use a d20 as your Hope die for rolls that
directly align with that principle.
38 Elusive Amulet - Once per long rest, activate this 53 Gem of Audacity - Attach to a weapon to allow you to roll
to go Hidden until you move from this location. with Presence when using it to attack.
Any enemies who move into line of sight with you
while you’re Hidden don’t see you.
39 Hopekeeper Locket - During a long rest, if you 54 Gem of Sagacity - Attach to a weapon to allow you to roll
have 5 Hope, you may spend 1 Hope and imbue the with Knowledge when using it to attack.
locket with your bountiful resolve. If you ever have
0 Hope, you may use the locket and gain 1 Hope.
The locket must then be recharged during a long
rest.
147
40 Infinite Bag - Items put into this bag are stored in 55 Gem of Insight - Attach to a weapon to allow you to roll
a pocket dimension and can be retrieved at any with Instinct when using it to attack.
time.
41 Stride Relic - Add +1 to your Agility. You cannot 56 Gem of Might - Attach to a weapon to allow you to roll
hold any other relics. with Strength when using it to attack.
42 Bolster Relic - Add +1 to your Strength. You cannot 57 Gem of Alacrity - Attach to a weapon to allow you to roll
hold any other relics. with Agility when using it to attack.
43 Focus Relic - Add +1 to your Finesse. You cannot 58 Gem of Precision - Attach to a weapon to allow you to roll
hold any other relics. with Finesse when using it to attack.
44 Charm Relic - Add +1 to your Presence. You cannot 59 Ring of Unbreakable Resolve - Once per session, you may
hold any other relics. spend 3 Hope to cancel one Fear move made within a Far
distance. That Fear is still spent.
45 Sharp Relic - Add +1 to your Knowledge. You 60 Belt of Unity - Once per session, you may spend 5 Hope
cannot hold any other relics. to lead a Tag Team action with 3 PCs instead of 2.
Consumables
Consumables are loot that can only be used one time. You may only hold five of the same consumable at a
time.
01 Stride Potion - Take a +1 to your next Agility 16 Vial of Darksmoke - Use during an incoming
roll. attack to roll a number of d6 equal to your
Agility score. Add the highest result to your
Evasion score against the attack.
02 Bolster Potion - Take a +1 to your next Strength 17 Jumping Root - You can leap to anywhere
roll. within far range of you without needing to
roll. This effect ends when you land there.
03 Focus Potion - Take a +1 to your next Finesse 18 Snap Powder - Mark stress and clear a hit
roll. point.
04 Charm Potion - Take a +1 to your next Presence 19 Health Potion - Immediately clear 1+1d4 hit
roll. points.
05 Sharp Potion - Take a +1 to your next 20 Stamina Potion - Immediately clear 1+1d4
Knowledge roll. stress.
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06 Attune Potion - Take a +1 to your next Instinct 21 Armor Stitcher - Use this to spend any
roll. number of Hope and repair that many armor
slots.
07 Minor Health Potion - Immediately clear 1d4 hit 22 Gill Salve - You can breathe underwater for a
points. number of minutes equal to your level.
08 Minor Stamina Potion - Immediately clear 1d4 23 Replication Parchment - When you touch
stress. this piece of parchment to another, it will
copy it exactly. Once it's made into this copy,
it is no longer Replication Parchment.
10 Varik Leaves - Immediately gain 2 hope. 25 Major Stride Potion - Take a +1 to Agility until
your next short rest.
11 Vial of Moondrip - See in total darkness until 26 Major Bolster Potion - Take a +1 to Strength
your next short rest. until your next short rest.
12 Unstable Arcane Shard. Use Finesse to throw at 27 Major Focus Potion - Take a +1 to Finesse
a group of enemies within far range. Any you until your next short rest.
succeed against take 1d20 magic damage.
13 Potion of Stability - On use, take one additional 28 Major Umbra Potion - Take a +1 to Presence
downtime action. until your next short rest.
15 Morphing Clay - Spend one Hope. The person 30 Major Attune Potion - Take a +1 to Instinct
using this item can alter their face to change until your next short rest.
their facial features enough to make them
unrecognizable until their next short rest.
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31 Blood of the Yorgi - Disappear from where you 46 Wingsprout - You gain magic wings that
are and immediately reappear anywhere within allow you to fly for a number of minutes
very far distance. equal to your level.
32 Homet's Secret Potion - After consuming, on 47 Jar of Lost Voices - Release the voices to
the next successful attack you make that deals create a deafening echo of sound for a
magic damage, treat the damage as you would number of minutes equal to your Instinct
on a critical success. score. Anyone within far distance
unprepared for the sound automatically
takes 6d8 magic damage.
33 Redthorn Saliva - Apply to physical weapon to 48 Dragonbloom Tea - Make a fiery breath
add +1d12 to its next damage roll. attack on all close enemies in front of you.
Roll with Instinct against the targets. On a
success, deal d20 physical damage.
34 Channelstone - Take a spell or grimoire from 49 Bridge Seed -Thick vines grow slowly from
your vault and use it once, then return it to your where you are standing to somewhere else
vault. within far distance, allowing you to climb up
or across safely. It dissipates at your next
short rest.
35 Mythic Dust - Apply to a magic weapon to add 50 Sleeping Sap - Puts a willing creature to
+1d12 to its next damage roll. sleep for a full night's rest. When they
awaken, they have all stress cleared.
36 Acidpaste - Eats away walls and other surfaces 51 Feast of Xuria - Provides a single meal for
in bright flashes. the party that clears all hit points and stress,
and gives 1d4 of hope.
37 Hopehold Flare - On use, allies within close 52 Bonding Honey - Glues two objects
distance always rolls a d6 when they spend a together permanently.
Hope. On a 6, they get the effect of that Hope
without spending it. This lasts until your next
short rest.
38 Major Arcane Shard - Use Finesse to throw at a 53 Shrinking Potion - Reduces the drinker’s
group of enemies within far range. Any you size in half until they choose to drop this
succeed against take 4d20 magic damage. form or take their next short rest. Take +2
Agility.
39 Featherbone - Control your falling speed for a 54 Growing Potion - Makes the drinker twice
number of minutes equal to your level. as large until they choose to drop this form
or take their next short rest. Take +2
Strength.
150
40 Circle of the Void - Mark stress. Magical spells 55 Knowledge Stone - If you die while holding
are temporarily unable to be cast everywhere this stone, one ally may take a card from
within far distance of this object. Everything your loadout to place in their own loadout
within this range is immune to magic damage. or vault. When they take this knowledge, the
stone crumbles.
41 Sun Tree Sap - Roll 1d6. On a 5-6, clear two Hit 56 Sweet Moss - Consume during a short rest
Points. On a 2-5, clear three stress. On a 1, see to clear an additional 1d4 hit points or 1d4
the Veil of Death and return changed, taking one stress.
Scar.
42 Dripfang Poison - Does 8d10 direct magic 57 Blinding Orb - Creates a flash of bright light
damage to a creature who consumes it. that causes all creatures in close range to be
Vulnerable until they next take Hit Point
damage.
43 Major Health Potion - Immediately clear 2+1d4 58 Death Tea - Any critical successes on an
hit points. attack roll automatically kill the creature
you're facing. If you don't get any critical
successes on an attack roll before your next
long rest, you die.
44 Major Stamina Potion - Immediately clear 2+1d4 59 Mirror of Marigold - Spend hope to negate
stress. all incoming damage, shattering the mirror.
You may also mark stress before it shatters
to attempt to reflect it back to the attacker.
If you do, make an attack roll using Finesse.
45 Ogre Musk- Keep from anybody from tracking 60 Stardrop - On use, it summons a hailstorm
you by physical or magic means until your next of comets that automatically deal 8d20
short rest. physical damage to all creatures within very
far range of where it was triggered.
151
Full Example of Play
Below is a full example of play using the mechanics that have been introduced so far.
We join a party as they embark on a journey to Whitecrest Tower, rumored to be the home of a powerful
artifact from an ancient battle.
The party:
Wildborne Clank Warden of Renewal Druid - Shepherd (they/she) - Jess (she/her)
Loreborne Drakona School of War Wizard - Krasz (she/her) - Shaun (he/him)
Underborne Katari Call of the Brave Warrior - Tabby (she/her) - Kat (she/her)
Seaborne Elf Syndicate Rogue - Lavelle (he/him) - Nick (he/him)
Their GM:
Max (they/them)
Max says, “Whitecrest Tower is built into the side of a mountain, forcing attackers to make a dangerous
climb to even approach from the valley below. So my first question is - how do you want to get up to the
tower?”
Jess, playing Shepherd the Druid, says, “I want to use Nature’s Tongue and find a goat or ram or some other
creature that lives in the mountains and ask them about the easiest way up to the tower.”
Max says, “Absolutely. It’s not hard to find some goats tromping around in seeming defiance of gravity. Give
me that Instinct Roll, difficulty 12.”
Jess rolls the duality dice and adds two modifier tokens to represent her Instinct trait of 2. She rolls 7 on the
Hope die and 4 on the Fear die. With her two modifier tokens, that is a 13 with Hope.
“On a success with Hope, the goat is friendly enough and gives you clear information. She remembers the
pathway that the last group of two-legs took and will lead you to it. Don’t forget to gain Hope.”
Jess adds a Hope on her sheet and says, “ ‘Thank you, friend goat.’ Then I fish out some food from my pack
and give it to her as she leads us up.”
“The food disappears in an instant, then the goat starts scaling the mountain, leading you to the path. We’re
going to do the ascent as a Progress Countdown, but since you’re getting help, I’m going to set it at 3 instead
of 5. What’s the next move you make in scaling the mountain?”
Kat says, “Tabby is going to take point and set pitons for the others to help make the ascent easier for
everyone.”
152
Tabby rolls a 3 on the Hope die, but a 7 on the Fear die. With her Agility of 2, that would be a total of 12, with
Fear.
“I’m going to use my Feline Instincts as a Katari to mark Stress and re-roll my Hope die,” Kat says.
She rolls the Hope die again, getting an 8. “Nice! That’s a 17 with Hope.”
“On a success with Hope, you reduce the countdown by 2. It’s down to 1, so even a success with Fear will get
you to the tower. Take Hope,” Max says, then describes the climb. “Tabby scales the mountain, neck and neck
with the goat, setting pitons and throwing rope down behind to help the others. You’re making quick work,
but there’s still another hundred feet between you and the foot of the tower. What do you do?”
Shaun says “Oh, I want to try out my new grimoire. Krasz takes some rope and pitons and then she’s going to
cast Arcane Door to teleport up to the front gate so she can throw down a rope.”
“Nice. That’s a Spellcast roll with difficulty 13, and you spend a Hope to cast it.”
Shaun spends Hope and rolls the duality dice, adding 3 modifier tokens for his character’s spellcast trait
(Knowledge). He gets a 5 on the Hope die and a 6 on the Fear die.
Max takes a Fear token, adding it to the two already in front of them. “You all see Krasz disappear and then
reappear halfway up the remaining distance, then she blinks out again and appears by the front gate. With a
rope leading all the way up, it’s relatively simple for the rest of you to make your way up.”
“I give the helpful goat another nibble of food before I send her off to her own business,” Jess adds.
Max nods. “As Shepherd says farewell to the goat, Krasz, behind you something shifts, like the wooden floors
of an old house. But this doesn’t feel like settling. It feels like something waking from slumber.”
“I’m sure that’s fine,” Nick says, with an expression that says the opposite.
Max continues. “Once you’ve all made it up the rope, you stand at the shattered front gate of Whitecrest
tower, the mountainside wall collapsed and long since worn down by snow or rain or avalanche. The only
sounds you hear are the whistling of wind through the ruins as you pass the outer wall of Whitecrest tower.
Lavelle, your contact said that the surviving treasure hunter she met last month made it as far as the
basement of the castle before her party were killed by a Skeleton Knight.”
“So we know to go down once we get inside,” Nick adds. “Let’s sneak in as far as we can before we catch the
attention of whatever’s already here.”
153
Jess says. “Lavelle, you lead, we’ll help?”
“Every person that helps spends a Hope and can roll a 1d6. You’ll add the highest result to Lavelle’s roll,” Max
says.
Kat, Jess, and Shaun all spend Hope and roll. Kat rolls a 2, Jess rolls a 1, and Shaun rolls a 3.
Nick says “I’m going to spend Hope to Utilize an Experience - this is definitely the kind of intrusion Lavelle
has done as a Treasure Hunter.” Nick rolls a 1 on the Hope die, a 5 on the Fear die. Plus Lavelle’s Agility of 3, 2
from his Experience, and Shaun’s advantage roll of 3, that’s (1+5+3+2+3) for a total of 13, with Fear.
Max grimaces. “Thirteen is not going to do it.” Max takes another Fear. “You make your way through the
outer courtyard of the fortress. Rusted swords, decayed wooden emplacements, rubble from the collapsing
stone structure. You take a turn into the inner courtyard, with the keep just ahead of you, when you hear
rattling and the sounds of steel on stone.”
Max places the action tracker on the table. “All around you, once-still skeletons begin assembling, stacking
themselves up into moving figures wielding rusted swords and bows that shouldn’t work but do. Since you
rolled a fail with Fear, this opening move is going to hurt.”
Max spends one Fear to add two tokens to the action tracker. Then, they spend a second Fear for a Group
Attack using the three skeleton dredges. “All three of the smaller skeletons surround Lavelle, hacking and
stabbing with their rusted blades. Max makes one attack for the group of skeletons according to the text of
the Group Attack move. They roll one twenty-sided die and one token for the skeleton dredges’ attack
modifier of -1. The die comes up a 15, -1 for 14. Lavelle, what is your evasion?
Max nods. “Then that is a hit. You’ll take 9 physical damage as the skeletons surround you, hacking and
slashing with rusted blades.”
“Yikes,” Nick says. “I’ll mark one armor slot to try to bring that down.” Nick has a 3 armor score from his
leather armor, reducing the incoming damage by 3 points. “That’s six, a Minor hit.” Nick marks 1 Hit Point
on Lavelle.
“Now for the archers,” Max says, removing two tokens from the initiative tracker. “They’re going to attack
Shepherd and Krasz.” The archers are not using a group attack, so Max makes one attack roll for each of
them.
Max rolls 1d20+2 twice (once for each skeleton archer). They roll 3 and 8, for a total of 5 against Krasz and 10
against Shepherd. The attack against Krasz misses (9 is lower than 12), but the attack against Shepherd hits
(if an attack total is equal to the target’s evasion, the attack hits).
154
Max rolls 2d6 for the archer’s damage. They roll a total of 8, then double it thanks to the Skeleton Archer’s
Opportunist move, which says “When more than one other friendly skeleton is very close to a target, all the
damage Skeleton Archer deals to that target is doubled.” Since the skeleton dredges mobbed the group, the
archers are able to fire in moments when the heroes are more open.
Max turns to Jess to see what she wants to do about the damage for Shepherd. “16 is a lot, that’s over my
Severe threshold, so I’ll mark armor.” Shepherd's armor score is 5, so the 16 damage is reduced by 5 to only 11.
That’s still a Major injury for the Druid, so she marks a second armor slot and reduces the damage by 5 again
to just 6, which is a Minor hit. She marks one HP.
Max spends another Fear to add two tokens to the initiative tracker and says, “Once the other skeletons have
engaged and the archers have loosed their arrows, the skeleton knight stomps forward and takes a big swing
at Tabby.”
The skeleton knight has a +2 modifier, so Max adds two tokens to their hand with the d20. They roll a 14, +2
for 16. “I’m pretty sure a 16 hits Tabby?”
Max notes that since other skeletons are within melee range, the Skeleton Knight’s Pack Tactics move
applies, and so they roll 2d12+2 for damage instead of the basic attack damage of 2d8+2. They roll a 6 and a 1,
+2 for 9 damage. “That’s 9 physical damage against Tabby as the knight comes in with a powerful overhead
blow.”
“That shouldn’t be too hard to deal with,” Kat says. She marks an armor slot, reducing the hit by 5 for her
armor. “That takes it down to 4, which is below my Minor threshold, so I just mark Stress.”
“Can we go now?” Nick asks, worried that Max has another trick up their sleeve.
There’s still one action token on the tracker, but every adversary has activated during this move, so Max
yields play back to the PCs. While returning the action tokens to the PCs, they say, “The skeletons rushed you
all at once like it was a practiced maneuver. I wonder how many other groups they’ve ambushed like this.
What do you want to do?”
“This is going to be their last ambush,” Shaun says. “Magical flame ignites in Krasz’s hands and I hurl it at
the skeletons nearby. I’m going to target two of the little ones and the big one with the sword.”
“Cool, roll Spellcast as your attack roll, and add your token to the action tracker.”
155
Shaun says, “This is exactly what my War College Prodigy Experience prepared me for.” He spends a Hope to
add two modifier tokens to the three for his Knowledge. He rolls a 9 on the Hope die, 11 on the Fear die, plus 5
from his modifiers. “That’s a 25 with Fear,” he says as he adds one of his modifier tokens to the action
tracker.
“So you’ll get your bonus damage from School of War,” Max says. “Let’s see that damage roll!”
Shaun rolls 2d6 for the Wild Flame, plus another 1d6 for his Foundation ability. He gets a total of 14 magic
damage, which will be compared to each of the three targets’ damage thresholds. Since the dredges have the
trait Minion 3, each 3 damage kills one of the dredges. 14 damage is enough to kill all four in one blow.
“Nice. With one graceful sweep of your hands, you burn all four of the skeleton dredges to ash and inert bone.
Since they were minions, 14 damage was enough to kill all four of them.”
Next, Max looks at the Knight’s thresholds. 14 is just below the Severe threshold, so Max says, “You turn your
fire on the skeleton knight. Its armor begins to melt and slag, melding to the bone. The knight’s still coming,
but you dealt it a Major blow,” Max says as they mark 2 HP on the knight. “Unfortunately, the archers were
out of range, so there was no good third target for your attack.
“And since you rolled with Fear, I gain a Fear token and make a move.” They add a Fear to their pool. “As the
minions collapse, the Knight roars with an unearthly voice, eyes glowing yellow with malice. It raises the
greatsword and hacks into the group with huge sweeping blows. I’m spending Fear to attack all enemies
within Very Close distance. So all four of you. But, now there aren’t any friendly skeletons within range, so
the knight does less damage.”
Max rolls 1d20+2 for the attack, getting a 9 for a total of 11. That total is compared to each character’s
evasion. 11 hits Shepherd (who has a 10 evasion) but misses Krasz (12), Tabby (12), and Lavelle (13).
Max rolls 2d8+2 for the knight’s standard damage against Shepherd. A 3 and a 2, plus 2 for 7. “Seven
damage.”
Jess looks at her armor slots and decides not to use armor. 7 is above her Minor threshold but below her
Major, so she marks 1 HP.
There’s still one action token on the initiative tracker, so Max activates one the archers to attack Shepherd.
But this time Max rolls a 4, for a total of 6, below Shepherd’s evasion.
All their action tokens gone, Max asks the players, “The knight is rampaging while the archers pelt you with
arrows, what do you do?”
“I’d love to get a whack at this jerk,” Kat says. The others nod. “I’m going to mark Stress to use Reckless and
get advantage on an attack against the big boy. And I’ll spend a Hope to utilize my Pit Fighter Experience for
+2.”
156
Kat rolls a 10 on the Hope die, 10 on the Fear die, 4 on the advantage die, plus 2 for Agility since she’s using a
Saber, and another 2 for her Experience. “Her total is 28, but since the dice matched, it’s a critical success!
“I just got my second point of proficiency, and the saber has d8 damage dice. So that’s 16 plus a normal roll of
2d8, plus two for my level thanks to Combat Training.” Jess rolls a 1 and a 4, but re-rolls the 1 thanks to her
Blade domain ability Not Good Enough, getting an 8. She adds 8 plus 4 plus 2 (because of Combat Training)
for 14, and adds that to 16 because of the critical hit. An amazing 30 points of damage!
That’s a Major hit for the Skeleton Knight, who only had 2 HP left. Max looks up and asks, “So Jess, how do
you want to do this?”
The table bursts with excitement. Jess says, “The knight has a greatsword, right? I get right up in its face so it
can’t bring the sword to bear. Then I hack it apart like I’m chopping wood. There goes the tibia, there goes the
humorous, then I bring the Saber around and do a backflip, chopping off the knight’s head. I land with my
shield bracing me as the Knight topples into a shattering pile of bones.”
Max adds, “Amazing. Make sure to clear Stress and take Hope from your crit. And as the Skeleton collapses, it
has one final move that is triggered when it is defeated– it lashes out with its last gasp of strength to try to
bring you with it, clawing at you with a great skeletal hand.”
Max rolls 1d20+2 and gets a 16+2 for 18. They roll 2d8+2 for damage and get 14
“The skeleton knight deals 14 physical damage back to you as unlife fades from its bones.”
“Oof. That’s what armor is for.” She marks an armor slot and reduces the 15 to 9, which is below her Major
threshold. She marks one HP.
Max says, “As you all look up from the destroyed knight, you see that the archers have collapsed back into
piles of bones. Krasz, you remember a passage about groups of skeletons where the spell used to animate
them is focused on one of the group, usually the strongest.”
“So next time, we go straight for the big one,” Shaun says.
With the combat complete, Max looks at the one token on the initiative tracker. That’s not enough to convert
to a Fear (it takes 2 tokens to convert to one Fear), so they just return the token to its player and set the
initiative tracker aside.
“You’re alone in the inner courtyard, the destroyed remains of skeletons around you. What do you do?”
“‘I’m guessing that’s not the last surprise we’ll see today,’ Shepherd says.” Jess looks to the other players. “In
we go?”
157
“Yes, but this time I want to be scanning for threats,” Nick says.
“Krasz will help by listening for more of those strange building-waking-up sounds or anything else
suspicious,” Shaun says, spending a Hope and rolling a 2 on his d6.
Nick makes a roll with Instinct for Lavelle. He gets a 1 on the Hope die, a 6 on the Fear die, adds 1 for Instinct,
2 for Krasz’ help, for a total of 10, with Fear.
Max nods, thinking for a moment and taking a Fear token. “You enter the keep with caution, looking for
traps and listening for threats. The base of the tower is littered with the decayed remains of many different
kinds of folk, galapa and katari, dwarf and daemon. But none of them stir. You go through a barracks and a
kitchen, finding the stairwell that leads you down into the musty basement.
“There’s no light here, but you have torches. Here and there are some traps somehow still intact, or perhaps
repaired. There’s a somewhat-fresh corpses of adventurers that must have been the survivor’s companions.
At this altitude, they’re pretty well preserved. Two are impaled on a wall of spikes that jutted out from one
side. The third is wrapped in the embrace of another Skeleton Knight, but that one does not move.”
Max continues, saying “But what you don’t see, dear adventurers, is the wraith emerging from the wall
behind you, looming over Shepherd and Tabby as Lavelle and Krasz take the lead. The wraith grows wide, its
midnight eyes devouring the light behind you. The room grows cold as it reaches out toward you…
“And that’s where we’ll end for tonight,” they say, leaning back with a grin. The table erupts into excited
chatter as they debrief from their session together.
Max allowed Krasz to make two jumps using the Arcane Door spell rather than making him roll for each
casting. When a character is using an ability like that, do you want to call for a roll for each use or let one
roll represent chaining the ability a couple of times like Max ruled above?
Would you have had the Skeleton Knight deal its dying blow or skipped it to highlight Tabby’s critical
success? You don’t always have to use every adversary’s ability. Since she rolled a critical, this might be a
place where the ‘something extra’ the player gets could include Tabby destroying the Skeleton Knight so
thoroughly it cannot use its dying move.
158
In the fight with the skeletons, would you have had them attack the group in the order and fashion that
Max did? Picking which adversaries to activate when helps determine the shape of the fight and its
rhythm - the ups and downs. How else could that fight have gone? Would you have waited to use the
archers until after the Skeleton Knight?
Krasz destroyed all four skeleton minions in one good hit, which meant the attack on the other skeletons
was wasted. Would you have allowed Krasz to use that other Wild Flame attack to attack the Skeleton
twice, or maybe to hit one of the archers even though it was out of range? Or does losing the extra attack
seem like a fair price for the certainty of being able to remove the minions?
What would you have done if Shepherd had rolled a success with Fear when using Nature’s Tongue to talk
to the goat? What would have been an interesting consequence if Shepherd failed that roll entirely?
Would the goat have run off, or would there be another complication during their ascent? Is there some
complication that Max could use to help foreshadow the skeletons or the wraith?
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PART THREE
Running An Adventure
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Running An Adventure
The following section of the book is only required reading if you plan to be the Game Master in a game of
Daggerheart. If you’re simply reading the book to create and play a character, you’ve reached the end of
all you need to know. But if you’re a Game Master, read on!
Being a Game Master can be one of the most fun, exhilarating, and fulfilling experiences at the table– but
it can also be intimidating, especially when learning a new system. This section of the book is dedicated
to giving you all you need to know about how to run Daggerheart: understanding the core mechanics;
creating memorable encounters; planning exciting sessions; how to select, create, and use GM moves;
crafting a full campaign; and more.
Overview
Parts of this chapter are much more conversational than the rest of the book. The previous chapters were
primarily focused on delivering the mechanics of the game, and don’t worry– we’re going to cover
mechanics here as well– but we’re also going to talk about things that lend themselves much better to a
conversation; things like story structure and improv and world-building. Because, at the end of the day,
the Big Secret™ about GMing is that you get to make it all up. Whether you made it up the week before,
the day before, or in that moment at the table, you are always crafting an experience for your players
through the decisions you make.
Like each of the games that came before, Daggerheart has its priorities and tools for telling certain types
of stories. As you can see in the “Touchstones” section, Daggerheart draws inspiration from a variety of
RPGs inside and beyond the fantasy adventure genre to combine them in a way we hope you will find
both fresh and a joy to tell stories with. We’re excited to share the game’s ideas and to invite you to
explore them at your table.
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Begin and End with the Fiction
“The Fiction” refers to the world of the story and what’s happening within it. Use the fiction to decide
when to call for rolls, what the impact of results will be, what GM moves to use, and so on. The rules of
Daggerheart exist to facilitate telling a story together with the players, and when a roll or use of the
mechanics is complete, the GM connects those results to the fiction so that the story may continue.
Narrative-First
Different fantasy adventure games focus on different aspects and modes of play. Daggerheart is focused
on collaboration in building a character-focused story full of emotion. Daggerheart’s combats come alive
when the dramatic beats and rhythm of the battle highlight the conflicting motivations of the combatants
(the PCs and their adversaries) and through highlighting the character’s bonds with one another as
expressed through teamwork.
Collaboration is Key
Additionally, Daggerheart asks the GM to share narrative authority with the players at times. You might
ask the player whose character is from this town to describe the market. Rather than describing the
critical success of a character’s blow, you can ask the player to take the spotlight and narrate their
triumph. As the GM, it’s your job to maintain the integrity of the world, but ensuring that every players’
voice is included will mean that the story is truly representative of the creativity of the whole group.
Because the GM gets to make a move in response whenever the players roll a result with Fear or a failure,
and since every roll generates metacurrency used in play (Hope or Fear), only ask the players to roll in
meaningful moments to make every roll count. Provide information freely and validate the characters’
skills by giving them information they’d easily know or letting them just succeed at tasks that don’t
present a dramatic challenge. That way, when you do call for rolls in dangerous moments, it carries more
weight for all involved. Daggerheart’s rolls are designed to create heartbreaking complications or
unexpectedly challenging obstacles with failures and exciting triumphs with successes!
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The Story Always Moves Forward
Every time a player makes an action roll, the story should move forward, success or failure. On a failure,
the GM says how the world responds and keeps the story moving. This is often referred to as ‘Failing
Forward’. A character might not get what they want if the roll goes poorly, but the story advances through
escalation, new information, or some other change in situation. If there aren’t any interesting
consequences for failure on an action, you don’t need to call for a roll.
Daggerheart thrives when the GM creates room to be surprised by what the players will do, the choices
they’ll make, and the people they’ll become as they pursue their Hopes and battle their Fears. It’s most
useful to prepare situations without expectations about the solutions the players will find or create.
Preparing adversaries and appropriate maps can help make for exciting scenes, but always know you can
adjust or completely throw out plans to follow inspiration when it strikes at the table.
Core Guidance
Below you’ll find some core guidance for running Daggerheart: GM Principles, GM Best Practices, and
Pitfalls To Avoid. These three sections go together to provide a foundation for how to get the most out of
this game. The GM Principles are your guiding star - when in doubt, return to the principles. The Best
Practices and Pitfalls sections that follow give you examples of approaches to take and traps to avoid
when GMing Daggerheart.
GM Principles
Be a fan of the players and the PCs.
Fill the world with life, wonder, and danger.
Ask questions and incorporate the answers.
Hold on gently.
Play to find out what happens.
Being a fan of the players means consciously including story elements and themes they’ve expressed
interest in. It also means giving them the benefit of the doubt when they forget something small–
especially something that their character wouldn’t forget. And being a fan of the PCs means that while
you’ll make their life challenging, up to and potentially including death, you’re never rooting for them to
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lose-you’re working with the players to ensure that the characters’ story is exciting and the world around
them is behaving with internal consistency.
You should throw out hooks of wondrous places, connections to the character’s background, and
potential threats to see what catches your players’ interest, then tease out that interest and present
challenges that make the dramatic crucible you’ll all use to shape the PCs into heroes of legend.
In dramatic or even quotidien moments, you might ask questions about the character’s motivations, their
emotions, and their history to see how the current moment relates. Take the information the players give
you and do your best to respect their contributions and fold them into the fabric of the story.
When a player reveals interesting information about their character’s history, emotions, or motivation,
take those answers as an indication of the player’s interest and think about how to use those
contributions as a waypoint to help guide your storytelling.
Hold On Gently
Improvisational storytelling isn’t always perfect, and that’s okay. Hold on gently to the fiction, enough so
that you don’t lose the pieces that matter, but not so tightly that the narrative has no room to breathe.
Let yourself make mistakes and make changes. Smooth the edges and shape them to fit. You’ll be the final
arbiter and editor, but don’t worry if you need to go back and revisit or retroactively change something
that’s come before.
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GM Best Practices
Cultivate a curious table.
Earn your player’s trust.
Treat the characters as competent.
Cut to the action.
Help the players use the game.
Create a meta conversation.
Ground the world in motive.
Bring the game’s mechanics to life.
Reframe rather than reject.
Work in moments and montages.
Another way to foster curiosity at the table is to practice it yourself - ask questions of the characters to
prime the players to think about the world through their character’s interests.
Do you think Reyna has run across the Twilight God’s inquisitors before? What does she think of them as a
Seraph of the Dawn?
Marris, have you been to this town before in your travels as a Bard? What do you remember about the
audiences here?
The GM is part of the table, so this can extend to you as well. Follow your own curiosity and share it with
the players. “Did you mean it when you said you’d never go home again?” “How is your character feeling
after the confrontation with the inquisitor?” Asking these kinds of questions also gives the table insight
into the PCs’ internal monologue, and helps you all to understand these characters on a deeper level.
Make promises and then follow through on them. Let players’ hunches be correct where you can, let them
feel like their understanding of the world is correct even if it’s incomplete. In resolving an action, deliver
on the expectations you set before the roll was made. This also means admitting when you mis-step or
mis-speak, and checking in with your players when you’re unsure about something.
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Strive to believe the players when they bring in their character’s Experiences. The bonus they gain is no
guarantee of success, and validating a player’s vision of their character while still representing the
difficulty of an obstacle honestly creates a healthy balance of dramatic uncertainty. The Rogue is a skilled
climber from her years as a sailor, but will that be enough to scale up a siege tower while it’s careening down
a bumpy hill…and on fire?
Because every action roll can cause consequences and complications, as well as generate Hope and Fear,
asking for more rolls or letting players roll for taks that wouldn’t require a roll can cause an imbalance of
the system. Primarily call for rolls when the characters take bold, dangerous actions. If you don’t see an
interesting result from either success or failure, you can decline to call for a roll.
“I don’t think Arielle needs to roll to cross the bridge, I’m not really interested in what a failure here would be
like. What do you think?”
Note that action doesn’t always mean combat. Action can be a tense political drama as the party tries to
maintain an alliance hanging by a thread. Action can be navigating an archmage’s warded and trapped
hedge maze. Action here means anytime there is tension and uncertainty–it means situations that will
challenge the characters.
If the PCs have an enemy on the ropes and the players’ interest seems to be wavering, go ahead and have
the foe run off, surrender, or just ask the players how they finish out the fight. You should do your best to
not let a scene become a grind where everyone feels obligated to see it through, but no one is having fun.
Part of being the GM is picking which moments to focus on.
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Help the Players Use the Game
If you’re the GM, there’s a good chance that you’re the person who has spent the most time learning the
rules of this game. Regardless, work with players so that everyone understands the rules. If you have a
question about something, another player might have the same question. Help players get to the point
where they see the game’s rules as a toolkit to help tell the story together, not as an obstacle that stands
between them and enjoying the experience of play.
The GM plays the opposition to the characters, but the GM is working with the players to tell the story. If
they’re missing something obvious or seem to be forgetting a mechanic or ability, ask if they think that
ability might apply here. If they seem stuck, you might outright state that you think they have an ability or
item that would help.
Additionally, while the characters live in the world and have all their senses to experience it, the players
only know what is established at the table together. Help the players by sharing details about their
environments, giving them critical information, and offering facts and realities that their characters
would easily know or have already discovered.
Action without motivation can feel like choreography, and your story will probably hit harder when a
supposed ally’s betrayal is both sudden and inevitable when the players consider the betrayer’s
motivations.
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Be clear about stating the risks of an action should something go wrong. When a PC rolls a failure with
Fear, go hard with your description of the consequence to convey the gravity of the situation and the
difference between a failure with Hope and one with Fear. Embody the enemy’s fatigue and desperation
as they mark their last Stress but continue to goad the party on.
If the heroes are ambushed by a large band of raiders, lay out your battlemat and set out figures for all
fourteen enemies to show how outnumbered the party is.
“Well, you might not be able to fly up to the platform using the Telekinesis spell in your Grimoire, but there
are plenty of large rocks here you could move around if you wanted.”
“You spend the evening working the crowds to find leads on the Scorpion Society, but I don’t think we need to
play it all out. Tell us a little about what that looks like and then roll with Presence.”
Pitfalls to Avoid
Daggerheart is unlike many other heroic fantasy role-playing games, and like any game, there are some
things specific to Daggerheart’s design that can lead to problems for the group. Everyone starts
somewhere, and it’s okay to make mistakes sometimes. Here are a few things to look out for when
running Daggerheart.
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Undermining the Heroes
Even at level 1, the heroes are accomplished adventurers with talent and experience. This is a heroic
fantasy game, and so the characters are assumed to be skilled at the basics of adventuring.
On a failure, things go badly and the character doesn’t get what they want. But rather than describing the
PCs being incompetent, it’s usually better to show how the failure comes from environmental factors or
unexpected surprises. An easy way to make this work is to start by describing the cool or smart move the
character was making, then saying “but…” and describing a surprise, complication, or escalation.
“Your blade slices through the air with grace, the cut coming in perfectly at the guard’s shoulder. But she
reacts just fast enough to bring up the haft of her halberd to block your blow, then swings her weapon to try
to pin you against the wall. She’s way faster than a random guard at an outpost like this should be. What’s a
soldier with skill like that doing stuck all the way out here?”
If the group has decided on a more silly or goofy tone, this guidance may not apply, but the default for
Daggerheart is to assume the PCs competence as adventurers and to make the story exciting by depicting
capable heroes struggling with extraordinary challenges.
GM: “The spellrider on the giant bat just broke the enchantment keeping your airship aloft. You’re all going
to need to give me a roll to deal with the imminent fall. What do you do?”
Player 1: “I’m going to jump over and grab a hold of the bat to climb over and wrestle the spellrider out of the
saddle. Can I do that with Agility?”
Player 2: “I want to roll with Finesse and my Pirate Experience to cut one of the smaller sails free and use it
like a parachute.”
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If most obstacles take one successful action to address, major obstacles and threats will feel more
significant when they take multiple steps to overcome. Many adversaries take several hits to defeat, but if
a battle starts to lose its excitement, look for ways to shake things up or create a resolution.
Singular Solutions
If the GM has exactly one idea in mind of how the PCs can solve a given problem, it can become
challenging if the players get excited about another idea or solution. You might have good reason for why
the solution you have in mind is the best option, but if the players have a good idea, it’s often smart to
adjust in the moment and think about how to make their approach work – not automatically, but
something to work toward with daring actions.
Puzzles are a great example of a situation where a singular solution can cause problems. Everyone’s
minds work in different ways, and a puzzle or riddle with only one “right” answer can shut down
interesting alternatives. If the players get bogged down or frustrated with a puzzle or scene, it’s usually
wise to find a way to move things along or adjust the situation to let the character’s actions advance the
story. This might involve showing your hand to give the players more context or to check in to ask how
they’re feeling about a scene.
Overplanning
Daggerheart is designed to be played with a great deal of improvisation to allow the players a large
amount of creative agency - the group builds and discovers the world together. The game is also built to
be player-driven, where the PC’s background and connections serve as the primary fuel for the game’s
plot. For these reasons, it’s recommended to leave space for the story to breathe.
The game works better when more preparation time goes into situations for the characters to explore
and engage with than in scripting entire scenes and a set progression of story beats. Every GM’s style is
different, and you may find that you benefit with more time spent on certain forms of preparation while
still enriching the game through player agency and creativity.
Another reason to be wary of overplanning is that Daggerheart is designed for player agency. Your
players will often surprise you with great ideas or by taking daring or unwise actions in keeping with the
characters’ motivation. When those surprises come up, try to read the energy of the table and see if
they’re all excited to take that new direction. And it’s okay to tell your players, “That took me by surprise.
How about a quick 10-minute break while I think about how this exciting change will play out?”
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Using several Fear Moves at the start of a combat or big moment can generate a lot of tension and set the
stakes. This helps give shape to the scene, where the PCs are on the ropes, being reactive more than
proactive as they fight to get their footing. Then, as they get their equilibrium, they become proactive,
directly pursuing their objectives. Once they’ve made some strides toward those objectives, they may roll
with Fear. This creates an opening for you to make another Fear Move to complicate the scene. This
back-and-forth creates a dynamic scene, keeping the PCs on their toes, and ultimately making the result
all the more satisfying whether it’s a hard-earned victory or a heartbreaking defeat.
Spending Fear when you have the chance helps to keep it from piling up. If there isn’t a good opportunity
to use one of the Fear Moves, think about a GM move on a failure or a result with Fear that could set up a
future Fear Move. What’s the soft move that provokes action from the PCs before the inevitable follow-
through of a harder move using Fear?
Core GM Mechanics
Making Moves
Just like the players have moves they can make during the game, you as the GM also have moves that help
drive forward the fiction in response to their actions. Unlike the PCs, you are not typically bound by rules
of success and failure on die rolls or given only certain effects you can do– your job is to facilitate the
fiction, whatever that requires. GM Moves are your guidelines on what kinds of things you might choose
to do in order to make that happen.
At its most simple, a GM Move is anything you do that progresses the fiction forward. These Moves often
introduce conflict, reveal new information, or put the PC’s in further danger, but they don’t have to– they
are simply your opportunity to change the scene in some way.
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Knowing when to make moves and what kind of moves to make are almost certainly the biggest part of
learning to GM Daggerheart. How often you make moves and what the severity of that move is will
depend a lot on the kind of story you’re telling, the kinds of actions your players take, and the tone of the
session you’re running, but the general rule of thumb is: You can make a GM Move whenever you want.
That’s right! You’re the GM– your job is not to crush the PC’s or always act adversarially; your job is to
help tell a story, so you should be making moves anytime you see an opportunity to do that.
These are your opportunities to make things happen in the scene. So what should you do? Well, a lot of
these decisions are hard to make in a vacuum; they’ll depend on what kind of table you’re running, what
kind of story you’re telling, what has come before this moment and what you think might come after, and
lots of other factors. The best tool you have at your disposal for this is listening to your players and
responding to the fiction they create with your own. Thinking through what an interesting, exhilarating,
or particularly fiction-appropriate moment to describe next in the scene is a big part of your job as the
GM.
Rolling with Fear and rolling a Failure are straightforward, cut-and-dry triggers for a GM move, but the
other situations can be a bit less clear, relying on your judgment as a GM. Here are some examples of the
other times when the GM should make a move:
An example of the PCs taking an action that has consequences would be if a character intervened to save
someone from an enraged city guard. The GM describes a guard harassing a townsperson and raising their
weapon to strike. If you know that the guard’s motive was to feel better about himself by exerting dominance
through violence, then when a PC shoots the weapon out of the guard’s hand or runs up to keep them him
completing the blow, the immediate and incredibly likely consequences are that the still-angry guard turns
his attention on the PC that just interrupted him. And he’s probably going to escalate with violence.
An example of the PCs giving the GM a golden opportunity would be if the PCs are discussing a bandit
leader’s plans while hiding out from the group. Then, one of the PCs says something that could be laden with
dramatic irony like “But how likely is it that they’d think to look in the eaves of every barn in the district?”
That gives you the perfect opportunity to describe the sound of the barn door swinging open and a bandit
stepping inside with a lit torch in one hand and a sword in the other. No roll prompted that move, but it
makes for a great dramatic beat. Other golden opportunities include a PC moving close to a trap or waiting
predator, a PC lowering their guard or gets distracted when they should be alert, and so on.
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Examples of the players looking to the GM for what happens next could be as simple as a player asking
“what happens next?” or something more subtle like the players talking amongst themselves during a dinner
party scene and reaching a lull in the conversation, looking to the GM as if expecting something to change in
the party like waiting for an NPC to speak or take action. This also includes if the PCs seem to be stumped as
to what course of action to take in a scene or they’re demonstrating frustration about lack of information.
Moves in those situations would more likely be softer moves to help get the scene moving again, but
sometimes a harder move is needed to provoke the PCs to action.
Sometimes, you will know without hesitation how to make a move in a scene. A PC just rolled a success
with Fear on a melee attack against a powerful enemy? They get what they want, but it comes at a cost.
Maybe the enemy strikes the PC back in response, or takes the damage from the PC and then throws
them across the battlefield. Maybe you’ve set up the scene so that they’re fighting on a precarious ledge,
and the attack from the PC was successful, but momentum carries them dangerously close to the cliff’s
edge, and they now must make a Agility check to see if they can keep from slipping off.
Other times, the move might not be immediately obvious. In that case, you can refer to your list of
example GM Moves on “Making Moves” (or on your GM sheet) for recommendations. Softer moves
generally give the party new information about the scene and offer them an opportunity to react to it.
Harder moves generally don’t give them that chance– the fiction happens without the ability to intercede.
This difference can be used stylistically and narratively to convey different types of situations and threats,
as well as react to the player’s roll appropriately.
Following the “Action Rolls” guide from part 2, we can see that different dice results call for different
narrative changes in the scene– changes which will come from your choice of GM Move. Below is a quick
guide with suggestions of what to say and how to make moves for each of these results.
“On a critical success, you get what you want, and a little extra. You can clear a Stress.”
Let them describe their success, then give the party an additional opportunity or advantage in the scene
because of it.
“On a success with Fear, you get what you want, but it comes at a cost.”
Work together to describe their success, then introduce a complication or cost. Maybe they take damage or
stress from an enemy they’re engaged with, get new information that raises the stakes, or realize their ally is
in imminent danger. Be sure to never outright negate their success with this consequence.
“On a failure with Hope, things go wrong and there’s a consequence because of it.”
Describe how things go wrong, then introduce a complication or consequence. Maybe they spot a new danger
they must now contend with, take damage or stress from an enemy they’re engaged with, or face collateral
damage that puts them in a more difficult position.
“On a failure with Fear, things go wrong and there’s a major consequence because of it.”
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Describe how things go wrong, then introduce a major complication or multiple consequences. Maybe the
information they get is not good news and also puts them in immediate danger, or they take damage from an
enemy and get separated from their party, or an important opportunity is lost for good.
If you’re still not sure what to do, you might turn the decision over to the player, giving them an option of
two different things or simply asking them what happens next. They will sometimes put themselves in a
more interesting situation than you ever would have done on your own! As a last resort, if the scene
should have a cost or consequence and you can’t come up with something, you can always simply have
the player mark stress and move the scene forward.
Something here to keep in mind as well is that making these moves applies to every roll and every
situation you’re in– combat is often the place where extra attention is paid to when enemies attack, how
much damage they do, etc. But this philosophy of making moves applies across every type of scene within
your table’s story. A tense dinner between rivals, an important negotiation, an emotional confrontation,
all of these scenes have a back and forths between the PCs and the GM that you should lean on your
moves for. They will help you do the single most important part of GMing– listening to your players and
responding in a way that builds on the fiction you’ve all created together.
GM Moves are your most important tool as a storyteller in Daggerheart. Everyone who picks up the game
will interact with them in different ways, and that’s okay! The way you make moves truly defines the kind
of story you’re telling, so no GMs should feel like they have to use them the exact same way as anybody
else. As long as you’re staying true to the fiction, acting as a fan of your PCs, and the table is having fun,
that’s what matters.
Example GM Moves
The example GM moves in this section are in a loose order of severity (something we’ll sometimes refer to
as a gradient from Soft Moves to Hard Moves), so best practice is to look down the list until you find the
move that seems appropriate, then apply that move to the scene. It’s important that you don’t speak the
text of this move– instead contextualize it for the players, describing how it comes to be and why the
scene changes because of it.
When making a move while the Action Tracker is active, you’ll want to spend a character token for each
move you make. If you use the character token to make an adversary act, that adversary shouldn’t act
again until the next time play returns to the GM.
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Ask a question and build on the answer.
This is perhaps the most collaborative move– presenting the player with a question, and using their
answer as truth to build the scene. You might ask them something like, “What do you see here that
reminds you of home?” or “What about this place tells you somebody else has been here before you?”
Usually utilized when establishing information about a scene or when you’re interested in a specific
character or player’s perspective on the current situation, this can be a great way to get the whole table
involved in worldbuilding during the game.
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Make a move the characters don’t see.
This is usually most useful when you have something happening behind the scenes that you’re waiting to
reveal. You might mark a GM clock, tick a current Countdown an additional time, add more damage dice
to an enemy’s upcoming damage roll, adjust a narrative situation the PCs have yet to encounter, or
anything else the players don’t see the result of immediately. Using this is as easy as saying, “Everything is
fine, for now” and adjusting the part of your machinations that have changed. This can create fun tension
at the table as the party wonders when those consequences will come to bear.
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Use their backstory against them.
Integrating a player’s backstory into the kind of move you make can leave a huge impact on the PC and
make the story much more personal to them. Maybe someone from their past shows up here, or a
mistake they made long ago catches up with them, or the scene simply parallels something they’ve
already been through before– giving them the chance to make a different choice. By grounding the move
in a character’s own experiences, it makes the moments that happen next in the scene matter even more
to them.
Fear
Where Hope is a PC’s core resource, Fear is the core resource for the GM. You gain Fear each time any PC
gets a result with Fear, and you can spend Fear in a number of ways. You can track Fear with tokens in a
pool (the Fear pool), a die, or other counting methods. It can be useful to keep your fear tracking or the
Fear pool visible to yourself and the players for ease of reference. The GM begins a campaign with 2 Fear,
just like PCs begin with 2 Hope.
You carry Fear in between sessions, just like PCs do Hope, so be sure to note how many you have at the
end of every session and take that many at the start of the next game.
Spending Fear
You can spend fear in a variety of ways, most often to augment a GM move you’re already making. If you
don’t have Fear to spend while the action tracker is active, you can always convert two character tokens
on the Action Tracker to one Fear.
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When you spend fear, you can:
● Do something big.
● Tick a countdown.
● Use an adversary’s Fear move.
● Take advantage on a roll.
● End an effect.
● Clear a condition.
● Add additional d6 damage dice.
● Add two tokens to the action tracker
● Interrupt the PCs to take action (2 Fear).
Do something big
You can always spend Fear to make something particularly exciting, dangerous, and narratively impactful
happen in the scene. This often overlaps with some of the other moves (make an attack, split up the
group, etc), and that’s okay– this is about using a moment to dramatically change the story in an exciting
way. This is especially useful when you’re improvising an enemy or environment on the spot and don’t
have any established moves to pull from. You can just do a cool thing. If you ever feel like it’s overpowered,
feel free to spend more than one Fear to compensate. Spending Fear is a good way to show players you
know what you’re doing is a big deal, and you’re going to spend your resources to do it.
While the heroes are climbing a castle tower to rescue a captive prince, the GM spends Fear and describes a
sudden change of weather as a thunderstorm begins to pummel the castle with powerful winds and
torrential rainfall. The GM spent Fear rather than making this as a standard move because they hadn’t
described the weather at all and they’re starting the storm right in time to make trouble (including raising
the difficulty of any rolls to climb or descend).
Wisteria, the party’s Ranger, is scouting ahead for the group. Wisteria has an Instinct trait of 3 and the
Tracker Experience at +3, but the GM really wants to get the drop on them, so they spend Fear and describe a
magically-cloaked figure stalking through the woods behind the Ranger. When the GM calls for Wisteria to
roll with Instinct against being ambushed, the GM tells Wisteria to roll with disadvantage because of the
magical cloak they introduced by spending Fear.
The party is fighting two Zombie Packs, Horde-type adversaries that deal less damage when ½ or more of
their HP marked. Both Hordes have 4 of 6 HP marked, leaving them dealing less damage, so the GM spends a
Fear and describes the hordes merging as they bear down on the party. The GM adds the Hordes’ HP together
(2+2 = 4) allowing the combined Horde to deal full damage since they no longer have ½ or more of their HP
marked.
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Tick a Countdown
When you have a countdown, whether short term (the arrival of reinforcements, etc.) or long term (the
usurping of a king, etc.), you can always tick it down by spending Fear. During a long rest, you’ll always
have the chance to tick long-term countdowns once automatically, but you may tick it down more by
spending a Fear– generally one Fear per tick. (See “Countdowns” further in part 3)
The party is sneaking through an airship towards the bridge, so the GM set a Consequence Countdown at 6
called “Shipwide Alarm”. The countdown was at 5 when the party ambushed a guard. The Rogue rolls a
success with Fear, so while the guard is incapacitated, there is a consequence. The GM chooses to spend Fear
to reduce the countdown by 2 rather than just 1 (1 being standard on a success with Fear). Describing a by-
the-books officer of the watch, the GM reveals that security is even tighter than they expected. The officer
scans all the magical sensors, noticing that the communicator stone of the ambushed guard is not moving.
The countdown is down to 3 as the party reconsiders their approach.
A group of heroes intervene as a Kraken attacks the port town home of their pirate ally. When a character
rolls a failure with Hope on an attack against the Kraken, the GM sees an opportunity. The pirate ship is
docked nearby, the pirates still in the process of getting the ship out into open water. The Kraken’s whirlpool
countdown is at 3 after the action, and on a failure with Hope, they’d normally only tick the countdown
down by 2. Instead, the GM spends Fear to enhance the move and reduce the Kraken’s Whirlpool countdown
to 0 instead of 1. The GM describes the Kraken diving beneath the water and swirling its tentacles to create
the whirlpool, which ravages the pirate ship as the Kraken re-emerges.
After a long day of travel and a fight against a magically-mutated bear, the party settles in for a Long Rest.
While the players decide on their downtime actions, the GM looks at their long-term countdowns. They tick
each of them down by one, but eying their large collection of Fear tokens, they decide to pipe in between
actions to describe a quick scene of the enemy Sorcerer working on breaking the wards protecting the town
the party is protecting. The Sorcerer pulls out a glowing purple potion, drinks it, and his eyes and hands flare
with magical power as he blasts the ward, straining the wards and cracking their barrier. The GM ticks the
“Wards Destroyed” Countdown by 2 instead of 1 for the downtime.
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Mike’s group is fighting a dragon, and Mike thinks it would narratively appropriate for the Dragon’s tail
swipe to have a better chance of hitting the PCs given the current situation. They spend 2 Fear and roll 3d20
for the attack (2 extra d20s because of spending 2 Fear). They get 3, 4, and 19. Mike takes the 19 and adds the
dragon’s modifier for a powerful attack. They describe the dragon snorting out smoke as it turns with fury,
spotting and fixing their attention on the group as it nimbly swipes through the air with its tail.
End an effect
Some effects tell the GM to spend a certain number of Fear to end them. You may spend a token on the
action tracker and however many Fear required to do this when play returns to you.
Clear a condition
If an adversary is Vulnerable or Restrained, or has some other temporary condition, you may spend Fear
to describe how the effect ends and remove this condition.
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Using Fear Collaboratively
An important thing to keep in mind when spending Fear is that you should never use it to undermine the
fun of the players. The aim of Fear is to enhance the scene, create dramatic tension, and raise the stakes,
not outright shut down the heroic actions the players are taking. For example, try to avoid immediately
ending an effect a player has cast, even if it says the GM can spend Fear to end it. Let it play out, and
when play passes to you and you feel the player has gotten the satisfaction of the effect, you can spend
your move to explain how the scene changes, causing it to end. This also buys you the opportunity to,
when the right dramatic moment or very powerful adversary demands it, spend Fear to shut down an
effect immediately– showing just how dire the scene is.
It’s best to think of spending Fear as a way of helping the players feel like your role in the story is fair. As
the GM, you can always do anything you’d like, but you can use Fear to retain the players trust in doing
so. Swing big, and spend Fear to show them you know the magnitude of impact it has.
Any time you want to make a harder move outside of combat, spending Fear can help communicate the
magnitude of your play and enhance the impact of your efforts to complicate the character’s lives.
If you’ve got some Fear built up when the action tracker comes out, consider immediately spending a few
to add tokens to the tracker before anything else happens. If it makes sense in the scene, you may also
spend two Fear to cut into the action first and activate adversaries before the players. This is particularly
useful if you’re running an ambush or you are using an adversary who is particularly powerful.
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Attack Rolls
When an adversary you’re controlling attacks a PC, you’ll take a number of extra character tokens equal to
their attack bonus and roll them with your d20, then add everything up to get your attack roll total.
Tell the player or players that have been targeted by the attack what the total is. Ask them to compare it
against their evasion score and if the attack meets or beats that score, it is successful and deals damage. If
it rolls below their evasion score, the attack misses and no damage is dealt. If the attack misses, invite the
player to describe how they avoided the blow (blocking, parrying, full-body dodge, magical deflection,
etc.)
You can always add advantage to an adversary’s attack roll by spending Fear.
When making an attack against multiple targets with the same adversary, you make one Attack Roll and
ask if it hits any of the targets. If you are making individual attacks with multiple adversaries at the same
time, make an attack roll for each.
If needed, remind them that Evasion is not just about how quick a character is, it’s about how skilled they
are at not getting hit. This could manifest as the sorcerer reaching out and stopping an arrow in its tracks
mid-flight or the wizard throwing up a magical barrier at just the right moment. It could be the rogue
transforming into a swirling mass of darkness for a moment and letting the axe pass straight through
them or a ranger doing a backflip out of the way, or anything else that feels like it aligns with the kind of
character they have built.
Reaction Rolls
A PC may tell you to make a Reaction Roll when using a specific ability or spell. When you do, you’ll roll a
d20 and add any Experience that would apply in the situation. You will tell the player the final result and
they will tell you whether your adversary succeeded or failed.
Difficulty
When a player makes an action roll, you’ll often have to set the difficulty of that challenge to know
whether they’ve succeeded or failed. Setting a target number for difficulty can feel like it relies on a lot of
factors, but it’s best not to overcomplicate the question– how hard is the thing they’re trying to
accomplish in the scene? Use the rubric below as a general guideline when setting difficulty.
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Difficulty values can always lie outside of or between any of these tent pole options as well– it should be
treated as a sliding scale in both directions. You may always choose to keep this difficulty secret, or tell
the player what they’re aiming for upfront, whatever play style you might prefer.
Often, instead of setting a single value for success, you might instead give a player different outcomes
based on the value of their roll, especially on rolls to see what information someone spots in a scene or
can remember from their past. Simply pick a target number and scale up or down the amount of
information you give them based on the player’s relative roll result.
Remember to only have players roll when the outcome matters. If the thing they’re doing is easy, the
scene remains the same whether they accomplish what they want or not, and there’s no possible
consequence to failure, then you can and should just let it happen.
Difficulty Rolls
Sometimes you might choose to have an NPC make a roll to determine the difficulty of a PCs action roll.
Though this can add to the time it takes to resolve the scene, it can also be a useful tool in situations
where you’re unsure what the difficulty should be. To make a Difficulty Roll, roll a d20 and add any
relevant experience the NPC or Adversary has to its total.
As a note, if an NPC already has an assigned difficulty value and experience, it’s often easiest to add the
relevant experience to the current difficulty to get a value instead of rolling.
GM Difficulty vs PC Evasion
Difficulty for NPCs and Evasion for PCs have some cross-over, but their main difference is functionality.
The PCs have an entire character sheet and hand of cards that define the scope and power of their
characters, and Evasion is a way to measure how often they are hit by an attack. As a GM, you’re often
creating (or improvising) many characters throughout the course of a session that interact with players in
a multitude of way. Therefore, NPCs have Difficulty as a catch all for any rolls made against them. The
experience they have can quickly augment this difficulty for anything they are particularly adept at. So, in
a way, Evasion is bundled into Difficulty for the GMs to help make your job running the game easier.
Example Difficulty
Included here are difficulty examples for each trait. Do not feel the need to refer to these during play–
just to use them as a sense for how difficulty works so you can make a judgment call on the fly as your
players take actions.
Agility
Sprint
5 = Sprint a Close distance across an open field with an enemy present.
10 = Sprint a Far distance across an open field with an enemy present.
15 = Sprint a Close distance across rough terrain with an enemy present.
20 = Sprint a Close distance through an active battle of multiple enemies.
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25 = Sprint a Far distance through a thick battle in rough terrain.
30 = Sprint across the heads of your enemies in a thick battle.
Climb
5 = Scale a high ladder.
10 = Scale a stone castle wall or moderate incline.
15 = Scale a stone castle wall in the rain or a sharp mountain slope.
20 = Scale a siege tower during a battle. Clamber up a massive foe.
25 = Scale a sheer cliff or inverted wall with miniscule hand/foot-holds.
30 = Scale a sheer cliff in a hurricane. Climb the back of a hostile dragon diving through a thunderstorm.
Leap
5 = Running jump of half of your height (about 3 feet for a human)
10 = Running jump of your height (five and a half feet for a human)
15 = Running jump of double your height (about 10 feet for a human)
20 = Running jump of three times your height (about 20 feet for a human)
25 = Running jump of five times your height (about 30 ft. for a human)
30 = Running jump of ten times your height (about 55 ft. for a human)
Strength
Lift
5 = Lift a chair.
10 = Lift a table or small chest.
15 = Lift a grown person or large chest.
20 = Lift the side of a laden cart or carry a large chest up stairs.
25 = Lift a horse, an ox, or a large monster.
30 = Lift a falling portcullis gate.
Smash
5 = Destroy a glass cup.
10 = Destroy a small wooden table
15 = Break through a wooden door.
20 = Break through a stone wall.
25 = Break through a dragon’s teeth.
30 = Break a god’s grip.
Grapple
5 = Subdue a child.
10 = Subdue a weak adult.
15 = Subdue an average adult.
20 = Subdue a skilled wrestler.
25 = Subdue a large beast.
30 = Subdue a legendary beast.
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Finesse
Control
5 = Ride an average horse through easy terrain.
10 = Drive an ox-pulled cart.
15 = Drive a horse through rough terrain.
20 = Drive a cart through rough terrain.
25 = Ride a wild horse through dangerous terrain.
30 = Drive an enraged beast through dangerous terrain.
Hide
5 = Evade notice in full cover on a moonless night.
10 = Evade notice in cover on a moonless night. Sneak through heavy cover.
15 = Evade notice in cover on an average night. Sneak through average cover.
20 = Evade notice in the shadows on an average night. Sneak through low cover or past many guards.
25 = Evade notice with minimal cover in ample light.
30 = Evade notice with no cover in full daylight.
Tinker
5 = Open a sticky lock with the appropriate key.
10 = Open a simple puzzle box.
15 = Disable a standard trap.
20 = Disable a complicated trap.
25 = Open a door locked by a sequence of elaborate locks.
30 = Disable an incredibly sensitive and deadly trap.
Instinct
Perceive
5 = Hear a loud noise twenty paces away.
10 = Hear a speaking voice fifty paces away.
15 = Hear someone walking in the woods fifty paces away.
20 = Hear someone sneaking through the woods fifty paces away.
25 = Hear a prowling animal fifty paces away.
30 = Hear a diving bird a hundred paces away.
Sense
5 = Detect an obvious ambush. Notice an obvious deception.
10 = Detect a looming threat. Notice an average person’s lies.
15 = Detect hostile intent from an average foe. See through a merchants’ lies.
20 = Detect veiled hostility from a courtier. Detect an assassin’s approach.
25 = Identify a spymaster’s plot. Read the true intentions of a master courtier.
30 = Sense a shred of doubt within a God’s pronouncement.
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Navigate
5 = Follow a well-trod path in good lighting and weather.
10 = Follow an average path in good lighting and/or weather.
15 = Follow a subtle path through rough conditions. Find your way in a city.
20 = Follow a subtle path through harsh conditions. Find your way in a crowded city without signage.
25 = Find your way through a city, blindfolded. Find your way through a giant maze filled with hazards.
30 = Find your way through a Trickery god’s maze.
Presence
Charm
5 = Win the trust of a friendly neighbor.
10 = Win the trust of a friendly stranger.
15 = Win the trust of a cautious stranger. Talk your way into a noble’s party.
20 = Win the trust of a sympathetic foe. Talk your way into an enemy’s party.
25 = Turn an enemy against their liege. Talk your way into a fae court.
30 = Talk a hostile god into granting you a boon.
Perform
5 = Earn a meal from a friendly crowd.
10 = Earn room & board in a small town. Impress a small crowd.
15 = Earn room & board in a low-end tavern in a city. Impress a crowd.
20 = Earn room & board in a high-end tavern in a city. Impress a full theater.
25 = Earn your keep in a royal court. Impress a full colosseum.
30 = Save yourself from execution after intruding on the Winter Queen’s chambers.
Deceive
5 = Trick a trusting acquaintance.
10 = Trick an average stranger.
15 = Trick an average merchant.
20 = Trick a trained courtier.
25 = Trick a spymaster.
30 = Trick a leader of the Fallen.
Knowledge
Recall
5 = Uncommon facts about your community.
10 = Uncommon facts about a neighboring community.
15 = Uncommon facts about a distant community
20 = Specialized facts about a distant community.
25 = Specialized facts about a fallen kingdom.
30 = Secret information about an obscure historical group.
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Analyze
5 = Unpack an obvious metaphor in a simple work.
10 = Identify obvious subtext in a standard work.
15 = Break a standard cipher in a coded message.
20 = Identify the weakness in a complicated battle plan.
25 = Predict the downfall of a nation based on concealed financial misdeeds.
30 = Identify the weakness in a divine champion’s fighting form.
Comprehend
5 = Learn simple skills from an excellent teacher.
10 = Learn simple skills from an average teacher.
15 = Learn complicated skills from an excellent teacher.
20 = Learn complicated skills under poor conditions.
25 = Learn complicated skills quickly under dangerous conditions.
30 = Learn complicated skills instantaneously from incomplete information.
Additionally, as described in the “Fear” section, you can spend a Fear to add an advantage (in the form of a
d20) to your own die roll against a PC.
Adversaries
Adversaries are grouped by Tier, representing their general level of threat. Tier 0 adversaries are
appropriate for level 1 characters, Tier 1 lines up with levels 2-4, Tier 2 is for levels 5-7, and Tier 3 is
appropriate for levels 8-10. A full list of adversaries can be found under “Adversaries” in part 4.
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Adversary Breakdown
Below is an example of how to read an adversary’s stat block.
HP: 5
Stress: 3
Experience:
Bandit +2
Type: The Jagged Knife Bandit is a Standard type enemy, meaning they comprise the rank and file of their
faction’s forces. See “Adversary Types” for a list of all adversary types.
Motives & Tactics: This describes this adversary’s general motives and tactics in a confrontation - when
in doubt, the Jagged Knife Bandit will lie, steal, and throw smoke. There aren’t special rules about these—
improvise the outcome like you would for a player character.
Attack Modifier: The bonus or penalty you apply to your roll when making a standard attack with this
adversary.
Weapon: Daggers Melee 2d8 phy - this indicates that on a regular attack, they use Daggers at Melee range
to deal 2d8 physical damage.
Difficulty: Jagged Knife Bandit is Difficulty 12, so any PC attack or action roll of 12 or above will be a
success against this adversary.
Thresholds, Hit Points, & Stress: Minor 2 / Major 8 / Severe 14 represents this adversary’s Damage
thresholds. They have 5 Hit Points and 3 Stress.
Experience: Like PCs, some adversaries have Experiences that make them especially capable in certain
situations. However, unlike PCs, these Experiences don’t apply to adversary attack rolls. Instead, the GM
can use their Experience, either on a relevant reaction roll as a bonus or against a PC’s roll to increase the
difficulty. When creating and/or applying Experience, the GM should think about how to limit the scope
of that Experience to certain impactful moments or situations.
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The Jagged Knife Bandit has the Experience Bandit +2. This means that on any action rolls the PCs make
to target this creature where the Bandit’s experience would apply, the GM should raise the difficulty by
+2.
Example:
A Tier 0 Merchant has a difficulty of 10, as they’re not especially skilled in combat. But their Experience of
Shrewd Negotiator +5 could apply whenever a PC is trying to haggle with the Merchant or trick them into
taking a bad deal, meaning that if the GM spends fear, the difficulty for such actions would be 15 instead of
10. And if the Merchant was asked to make a Reaction roll related to savvy or social situations, the GM could
decide to apply that experience as a bonus to the roll.
Tip: While adversary Experience does not apply to attack rolls, sometimes their Experience might make them
especially effective for a specific attack. In this case, you can spend Fear to grant the adversary advantage,
describing how the adversary’s experience improves their odds in that moment.
Moves: Moves represent the Bandits’ capabilities in a conflict. They deal more damage when attacking
from above - the 3d10 damage replaces their standard damage of 2d8.
Marking Stress: Some moves will call for the adversary to mark Stress - this can only come from
that adversary’s Stress, not another adversary.
Spending Fear: Some moves say to Spend Fear. When the GM makes a move, they may spend
Fear as described to make this move.
Adversary Tags/Traits
Some adversaries have common moves, listed here for reference. Anywhere X is used below, it is to stand
in for a certain value. On an adversary stat block, Relentless (X) would be replaced with something like
Relentless (3).
Relentless (X)
A foe with Relentless can activate up to X times during a GM move so long as there are enough action
tokens.
The Relentless move is useful if you want an adversary you can activate more than once during a single GM
move. This is often best for exceedingly fast or dangerous foes, or for adversaries who are likely to be battling
the party on their own.
Slow (X)
A foe with Slow costs X action tokens to activate.
The Slow move is useful if you want an adversary who narratively takes longer to act than others, like a slug
creature or a massive ogre. This is usually most effective when that creature is very powerful when it does
act, but eats up lots of action tokens to do it.
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Minion (X)
For every X damage a PC deals to this adversary, they also deal 1 HP to an additional minion within their
attack’s range.
The Minion move is useful when you want to drop lots of small enemies into the battlefield, knowing the
party can swing through them very easily. This move means that if a PC hits one minion and they do enough
damage, they also hit a number of others that are in range for them. Because of this, it’s often best to have
minions crowd a PC–it will feel overwhelming and dangerous until they’re able to make an attack against
them. If you want that cinematic feeling of the PCs taking out waves of enemies with a single attack roll,
minions are a great tool to make that happen.
Horde
Adversaries with the Horde move deal less damage when they’ve marked ½ or more of their Hit Points.
Creatures Per Hit Point: (X) denotes the number of creatures in this horde represented by each Hit
Point.
The Horde move is useful when you want to represent a group of enemies as a single adversary. This is one
step beyond just having a number of minions on the battlefield–maybe you want to represent a mass of
zombies or a swarm of deadly insects. Horde allows you to make large numbers of enemies without the
overhead of running them all individually. For example, a zombie Horde with 5 hit points and a Creatures
Per Hit Point value of 4 would be described as 20 zombies moving in a group together. If a PC deals 2 hit
points to this horde, you would describe 8 zombies being taken out as a result.
The Group Attack is useful for making the action tokens more efficient in battle. Because it allows you to
activate multiple adversaries at once, it can really help to make a battlefield full of enemies come alive. As a
note of clarification, you only make one attack roll for the entire group that is attacking, and then add their
damage together before applying it to the target. Group Attack is often paired up with the Minion move
because it allows a number of smaller foes to all have the chance to attack before they inevitably are taken
out by the PCs.
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Adversary Types
Adversaries in Daggerheart are listed with types to represent the role they play in a scene. When building
encounters, utilizing a mix of types will help present a dynamic and engaging challenge. Social type
adversaries are primarily intended for social conflict rather than combat.
The types are: Bruiser, Leader, Minion, Horde, Ranged, Skulker, Social, Solo, Standard, and Support
Scaling Adversaries
If you want to utilize existing adversaries but adjust them to a different tier, here are some guidelines and
examples.
When scaling an adversary, focus on their difficulty, their damage, the attack modifier, and their damage
thresholds. If those are scaled properly to your desired level, you may not need to add/subtract Hit
Points or Stress. When scaling damage and damage thresholds, you can benchmark by referring to the
“Impromptu Damage” section.
If scaling an adversary to a higher tier, you might add a new move to make them a greater threat or just
scale up the damage and difficulty of their existing moves. If scaling them down to a lower tier, consider
removing one of the most powerful/impactful moves.
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Example:
Mike is preparing an encounter for their level 1 group but wants to use the Assassins writeups. Mike could
just tweak the Tier 0 Bandits, but decides to scale down the assassins. They start with the Assassin Poisoner,
planning on using a poisoner and some minions for this first encounter.
Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid
First, the difficulty of the Poisoner drops 14 to 12 so that level 1 characters can frequently succeed against
them when using their stronger traits and closer to a 50/50 chance when using their other traits. The
attack modifier drops by 1 since Tier 0 characters will have lower evasion.
Then, their damage drops from 3d8 to 2d8 - still capable of dealing notable hits to a level 1 character.
The Poisoner’s damage thresholds drop from Minor 4 / Major 12 / Severe 20 to Minor 3 / Major 7 /
Severe 11. The Poisoner is not meant to be tough, but they will still take a strong blow from a level 1
character to deal a Severe injury. Mike leaves the HP and Stress as-is.
Finally, Mike decides to drop the Grindletooth Venom Blade move entirely for Tier 0, but leaves
Fumigation as-is, since it does not deal damage or have a reaction roll with a difficulty.
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The Tier 0 version of the Assassin Poisoner now looks like:
Assassin Poisoner - Skulk
Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid
Experience:
Intrusion +2
Tier 2
If instead Mike was scaling the Assassin Poisoner up to Tier 2, they would increase the attack bonus,
damage, difficulty, and damage thresholds.
Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid
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If adapting the Assassin Poisoner to Tier 3, Mike would substantially increase their damage, difficulty,
experience, and their damage thresholds, raise the attack bonus, and add up one or maybe two moves.
Tier 3
Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid
Stinging Gas
Mark Stress to toss a sachet up to a Close distance that erupts into
stinging gas that grants disadvantage to all targets within Very Close of
the eruption. The effect ends at the end of the scene or when the
target clears HP.
[Playtesters: We invite your constructive feedback on how the adversaries included work at your table, as
well as your experiences with this scaling framework. This extends to difficulty ratings, damage, damage
thresholds, moves, etc.]
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Countdowns
Countdowns are a GM tool used to move progress along towards a certain event, enemy move, or
consequence. They are usually tracked by a die that is set to a starting number, and can be a specific
move an enemy makes towards the players, a significant event occurring in the narrative, or anything else
that the GM wants to track as an impending moment. Whenever a countdown is in play, it should be
implied by the GM through the narration they give (like an enemy preparing for a big attack or a bridge
starting to break under them, etc.) or be told explicitly to the players (“There’s a countdown going on this,
what do you want to do?”)
Standard Countdown: When an enemy or event has a Countdown feature, typically it will be set to a
specific number (eg Countdown: 4), and tick down every time a player makes an action roll, regardless of
the result. When it is reduced to 0, the enemy will make that move or that event will occur after the
player’s roll is resolved. When the countdown is fairly long (5-8+), it’s best used on powerful moves or
events that you want to build up towards in the narrative. When the countdown is shorter (2-4), it’s best
used on moves or events you want to happen often in the encounter, but may not have the chance to
trigger off of players’ rolls. Enemy Countdowns are usually reserved for the major antagonist of an
encounter, and aren’t typically on more than one (or a few, at max) enemies in a scene.
Dynamic Countdown: When a certain situation is being actively influenced by the players, you may choose
to use a Dynamic Countdown to track it. This differs from a standard countdown in that it doesn’t
necessarily tick down every time a player rolls– it can instead be influenced by the rolls they make. This is
often best used to track larger scale events or situations happening over an entire scene.
For example, if the PCs’ skyship is under attack by enemies, you could use a Dynamic Countdown to track
their escape. If the PCs are trying to destroy something that wouldn’t typically have Hit Points, you may
use a Dynamic Countdown to track how close they are to destroying it. If the PCs are chasing or
searching for an enemy, you may use a Dynamic Countdown to track how close they are to catching
them. Typically, these countdowns have a starting value of 5-10.
If the countdown is something the players want to happen, that is referred to as a Progress Countdown.
Success with Fear: Tick 1 - Success with Hope: Tick 2 - Critical: Tick 3
If the countdown is something the players are trying to avoid happening, that is referred to as a
Consequence Countdown.
Failure with Fear: Tick 3 - Failure with Hope: Tick 2 - Success with Fear: Tick 1
All Countdowns should have an “Activate” condition and a “When Triggered” condition. “Activate” denotes
when the Countdown should begin in the narrative, and “When Triggered” gives the GM the details of
what happens when the Countdown ticks all the way down.
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When starting a Countdown, take a die that has the starting value available on it, and place it on the
enemy card or countdown sheet. (For example, if your starting value is 5, it’s best to use a d6 set to 5 as
your countdown die. If the starting value is 8, it’s best to use a d8.) When the countdown ticks down,
adjust the die accordingly. If you should ever not complete a countdown before the end of a session,
make sure to record the current countdown value so that it can be reset at the beginning of the next
session.
When the action tracker is on the table, the GM may also spend the available tokens to tick a countdown
relevant to the scene.
Randomized Starting Value: Instead of assigning a starting value, a Countdown might instead use a
randomized value, like “Countdown 1d6”. This means that you roll 1d6 and use the result as the
countdown’s starting value. It is most commonly used in situations where the value isn’t under direct
control by a sentient being, or your intention is to leave the trigger more up to chance.
Loop: Anytime a Countdown has the “Loop” tag attached to it, like “Countdown 5 (Loop)”, the Countdown
is reset to its starting value after it ticks all the way down and you perform the “When Triggered” action.
This is most commonly used on enemy abilities that charge back up over time.
Increasing or Decreasing: Anytime a Countdown has the “Increasing” or “Decreasing” tag attached to it,
like “Countdown 8 (Increasing)” or “Countdown 8 (Decreasing), the Countdown is reset to its starting
value, +1 or -1 respectively, after it ticks all the way down and you perform the “When Triggered” action.
This follows the same rules as “Loop”, but with a little more variability. It is best used when the trigger
makes sense in the fiction to be scaling up or down in succession.
The cave system the heroes are exploring is collapsing more and more over time, so the GM sets a
Consequence Countdown called “Rubble Falling” as a seven-step countdown “Countdown 7 (Decreasing).
After the first time the Countdown triggers and rubble falls on the PCs, the starting value would be reset back
to 6, the next time to 5, then to 4, etc. until the situation is resolved or the Countdown resets to 0 and the
caves have collapsed entirely.
Long-Term Countdowns
Countdowns can also be used to track long-term events that might arise during a campaign; you could
make a countdown towards the overthrow of a nation, the death of a powerful mage, a coming storm
arriving in town, or anything else that might take more than a few sessions to come to bear. Generally,
these are tracked using a Countdown track instead of dice.
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To make a Countdown track, decide how far out the event should be (usually between 4 and 12 ticks) and
create small boxes for each tick. Then, starting from the first and working towards the last, write some
events that may occur along the way that foreshadow the final event. These steps can alternate between
softer and harder moves to give a sense of variety and growing tension. During a short rest, you can
spend a Fear to tick down a Countdown once.
During a long rest, you always tick down any Countdown tracks that would narratively progress, but may
spend Fear to tick it down an additional time.
When you tick a Long-Term Countdown, be sure you bring to bear the consequences of that countdown
progressing, letting the consequences ripple down to the PCs. Often, this progression can be displayed
through actions that will immediately reach the character’s attention, but sometimes you might utilize a
cinematic flourish and cut away to a narrate a scene for the players as something happens to accelerate
the countdown. This is best done with countdowns where the characters already know about the
countdown so that the players aren’t asked to completely ignore out-of-character knowledge. Instead
use it as a way to build tension and signal to the players that the countdown is progressing with or
without the characters.
Early in the campaign, the party crossed paths with Marius, a Galapa mercenary captain. The group
suspected Mairius would cause trouble, but pressing matters drew them elsewhere in the kingdom. The GM
decides to expand Marius’ role based on the players’ interest, deciding that he’s going to make a deal with the
expansionist theocracy to the east, tying Marius to an idea the GM already had in mind to spotlight the
group’s Seraph and her past in the theocracy. Marius agrees to help the theocrats invade, and in return, he’ll
be named Governor of a county once the kingdom has fallen. The GM wants this invasion to ramp up pretty
quickly, so they set the Countdown at 8. They sketch out the beats in the Countdown to make sure they know
how to manifest it in a player-facing way.
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The GM identifies steps 6 and 3 as prime candidates for steps where news would reach the party. This gives
them at least two clear prompts to get involved before the invasion escalates to a full-blown war. And
depending on the party’s movements and location as the countdown progresses, the GM may be able to bring
the edges of the invasion to the party’s horizon or even their doorstep.
Gold
Using gold in a campaign as a reward for a successful quest can be a fun way to give your players
something tangible they can utilize to procure new equipment and items for future adventures, as well as
show you what they are interested in. There are very few gold values listed on anything in this book to
help accommodate whatever pace by which you’d like to use (or not use) gold in your campaign.
If it’s not something you want to worry about, you can always just let players go to a shop and talk with
the merchant there, giving them access to the weapons at their tier you think would make sense for the
location and/or what you think they might like and abstracting the payment beyond the need to track.
It’s best to limit their options to a few so that they have a reason to go shopping around in different
places and see what is available.
If you do want to give some gold as a reward, but not make your campaign particularly driven by it, you
could make each weapon worth a number of handfuls of gold equal to double its tier (Tier One is worth
two handfuls, Tier Two is worth four, Tier three is worth one bag). You can also vary this up based on
their strength as well, subtracting or adding one handful depending on what you feel the shopkeep might
do.
If you want gold to play a large part in your campaign, you might instead make each weapon worth a
number of bags of gold equal to double its tier (Tier One is worth two bags, Tier Two is worth four bags,
Tier Three is worth a chest and a bag of gold).
The important part is that you scale the weapons, armor, and loot as appropriate with your campaign.
GM Styles
There is no one right way to be a GM, and part of what makes TTRPGs a unique experience is that all GMs
and players each have their own approaches, preferences, and play styles.
Below you’ll find a list of a few different styles and approaches to different aspects of GMing. These are
meant to be useful for thinking about different approaches and identifying your own preferences, not to
be an official proclamation of the only ways to be a GM. You might find that your approach to these
aspects of play are consistent, or you might shift depending on the campaign, the session, or even scene-
by-scene. These don’t have to be as solid or fixed as a character build, but are rather an examination of
some of the many types of GMing styles and approaches. Any recommendations below are for reference
rather than any kind of prescription.
If you’re GMing with a new group, it may be especially useful to discuss your preferred styles and
approaches during your campaign’s session zero to ensure that everyone’s expectations are set
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accurately and that any potential mismatch can be discussed sooner rather than later. But even with
players you know well, being explicit about your preferences and expectations can be helpful to ensure
everybody’s expectations are aligned.
ROLEPLAY STYLE - This aspect relates to the game’s mood, the degree to which staying in the fiction is
prioritized, how much room is made/used for digression or high comedy/hijinx.
● Irreverent/Playful - A game that is relaxed and open to jokes, silliness, and occasionally over-
the-top shenanigans. In this style, the GM doesn't take the world or themselves too seriously
and makes space for players to engage or roleplay at whatever level they are comfortable.
Anachronistic gags and absurd character choices allow for memorably silly moments within
the table's communal comfort level.
● Invested/Dramatic - Running a game that leans into the drama of the story, asking players to
engage in more involved roleplay while in-world. This style usually involves more in-depth
conversations and social interactions with NPCs, as well as themes of intrigue and mystery. In
this style, the GM asks players to respectfully be attentive and involved throughout the session,
keeping side-conversation minimal.
● Minimal - Running a game where the "game" is emphasized over the story, allowing players to
focus more on adventuring, exploration, and battling dangerous creatures and surmounting
challenges without being bogged down with deep conversations or being asked to perform for
their friends.
EXPLORATION STYLE - This aspect relates to the GM’s approach to exploration - how much there will
be, what role it plays in the overall story, and where the focus lies.
● Cinematic - This style emphasizes "scenes" of interest over lengthy exploration. In this mode, a
fair amount of travel can be skipped over in lieu of rapidly arriving at destinations of interest
and getting right to the meat of the story. This can be great for campaigns with limited play
time or players who are more invested in a central story than exploration.
● Exploratory - This style prioritizes more open-world, player-driven wandering and discovery
over a set series of scenes. In this mode, the journey is often as exciting as the destination,
allowing for unexpected discoveries and adventures along the way. Deviations from the "main
story" can happen often, and are their own joys.
● Dungeon Crawl - This style puts the exploration focus of the game on the dangerous locales in
question rather than on the journey to the destination. In this mode, groups carefully navigate
the entirety of its depths one room at a time. This makes for a slower-but-exciting delve
through a series of often intricate maps where the fun of searching for hidden traps or
awaiting ambushes around every corner is in the spotlight.
COMBAT/CHALLENGE STYLE - This aspect relates to how the GM presents combats and other action
scenes where keeping track of characters and challenges is important. It also relates to a stance
regarding how combat is used within the broader story of the game.
● Theatre of the Mind (Fluid) - This style focuses on running combat encounters in a dynamic
and flexible way without miniatures or maps. The GM can be loose with distances and
placement within this shared imaginary space, with ranges/distances being fluid and flexible
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based on what seems cool and what players (and adversaries) are trying to do. This style is
recommended for groups that want to focus on the drama of combat rather than a tactical
approach and where visual aids are not essential for accessibility or enjoyment.
● Theater of the Mind (Tactical) - This style involves running combat encounters without maps
or miniatures, but being more specific with distances/ranges, locations, and movement. This
style is recommended for groups that have a strong shared understanding of how to imagine
scenes. This style can be a much heavier load for the GM to run, as being specific is very
helpful for many players. In this mode, GMs might find they want to use some visual aids, even
just using coins/dice on a sheet of paper if needed.
● Miniature (Fluid) - This style involves running combat encounters with maps and miniatures
(in person or in a virtual environment), but with the distances/ranges being governed by the
needs of the narrative of the encounter more than specific measurements. Player and
adversary intent is more important than precision in spatial awareness, and the map is more of
an aid to the shared imaginary space. This style is recommended for groups interested in
focusing on story but where having specific visual aids enhances the experience of play.
● Miniature (Tactical) - This style focuses on running combat encounters with maps and
miniatures (in-person or in a virtual environment), enforcing hard measurements for distance
and range of abilities, and fostering a deeply tactical combat aspect to the experience of the
game. This style is recommended for groups that enjoy being creative in action scenes within
spatial boundaries and working within a more rigid combat dynamic.
PREPARATION STYLE - This aspect relates to the GM’s approach to preparation and improvisation, how
they lay out plans and create or use material to maintain the integrity of the world and story.
● High Preparation - This style utilizes extensive preparation between sessions, building setting
material, developing or adjusting adversaries, preparing hand-outs, miniatures, maps, and other
elements to help bring the game to life. This style is time-intensive but can pay dividends in
immersion and in comfort for GMs that prefer not to have to do as much improvisation at the
table, who love building out the setting, and/or love creating intricate setpieces with miniatures
and maps.
● Moderate Preparation - This style combines some preparation between sessions with a notable
amount of improvisation at the table. The GM might prepare whole scenarios and encounters, or
might prepare NPCS and situations more than full scenes and trust that they know the world well
enough to improvise the rest at the table. This style is recommended for GMs that want to give
themselves some material to use or fall back on but also enjoy being flexible and adjusting on the
fly.
● Improvisation-Focused - This style is more focused on crafting the world and the story in the
moment at the table. In this mode, GMs might do more of their worldbuilding up-front at the
beginning of a campaign or might focus on letting the whole group create the world through play
during sessions. This style is recommended for GMs that prefer to lean on improvisation and can
work better for GMs that don’t have as much time to prepare between sessions as long.
Running GM NPCs
More guidance here coming soon!
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Optional GM Mechanics
There are a number of optional GM mechanics you can choose to implement if you or your table prefer
them.
Fate Rolls
Sometimes the GM wants to use randomness when deciding something that is not dependent on a
particular character’s capabilities or some other existing measurement. If the situation seems to be up to
fate but GM wants to put their thumb on the scale, the GM could just spend Fear and declare an outcome.
Alternatively, in those situations the GM can ask a player to roll their Hope or Fear die to decide the
result. Which die the player uses is more a question of flavor, but the choice should represent the topic.
You might roll the Hope die when determining whether fortune smiles upon the character or if there will
be a lucky circumstance. You might roll the Fear die when determining if a potential hazard manifests or
when deciding how bad a dangerous possibility will end up.
The GM can say that a particular result happens at a certain number or higher or they might say that the
higher the number, the more a particular thing has happened.
“Roll the Fear die. On an 8 or higher, the fire spreads beyond this one house.”
“I think it’s really up to chance whether reinforcements will make it to you in time. Go ahead and roll the
Fear die and that will be the size of the Countdown when it activates. When that triggers, they’ll arrive at a
far distance.”
“Go ahead and roll the Hope die to see how big the crowd at the inn is tonight. The higher the roll, the bigger
the crowd.”
Falling/Throwing Damage
If a character falls from a high distance and hits the ground below or is thrown a distance, you can issue
them direct physical damage at 1d20 per range beyond Very Close. For example, a fall from close range
would be 1d20 direct physical damage. A fall from far range would be 2d20 direct physical damage. A fall
from very far range would be 3d20 direct physical damage. You may always increase the number of d20
being rolled as you deem appropriate to the situation.
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Character vs Character Adjudication
Sometimes a player might want their character to act against another PC in the scene. Daggerheart does
not mechanically support player vs player conflict, so when this happens, it’s best to stop down and have
a discussion with the two players involved to figure out how best to resolve the conflict. There is often an
inclination to jump straight to rolling dice, but be sure to talk about whether a dice roll is necessary to
decide the outcome of the event. If both players agree it is, come to a consensus on the terms of the roll
before it is made and facilitate the scene after the roll is made in line with those terms.
Session Zero
In tabletop role-playing games, we use what is known as “Session Zero”. Session zero means different
things to different people, but for Daggerheart, it’s the way you plan for success in telling your fantasy
epic together as a group. Before making characters, before deciding on your setting, the group talks
about what you all want from this campaign and this experience.
The GM facilitates session zero, but all players in the game should be active participants in session zero,
advocating for what they do and don’t want from the campaign.
There are many tools for structuring your session zero. If everyone in your group has played together
before, you may already have a method for conducting your session zero. If you haven’t done session zero
before or don’t have a method you prefer, here are some suggestions:
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One of many frameworks for discussing content and safety is CATS, created by Patrick O’Leary. You can
find it at: http://bit.ly/CATS_Framework
This framework has four elements to discuss what you want from your game:
Concept
Aim
Tone
Subject Matter
Concept
Discuss the concept for the campaign - what’s the big picture pitch? If this campaign was a book series,
how would you talk about it to a friend you know would love it? Getting yourself and the group excited
about the concept for a campaign is a great way to set a guiding star for your creative discussions
throughout Session Zero and beyond.
A few examples:
Childhood friends reunite at the funeral of their village elder and uncover a secret that could break the
world…or save it.
A science-fantasy romp across the realms with the party as a group of misfits trying to find their origins but
end up finding a family in one another.
In a world wracked by powerful disasters, a group of treasure hunters is hired to retrieve the five lost
elemental shards so that the balance of nature can be restored.
You might not know the campaign’s concept at the beginning, and that’s okay. Feel free to return to this
conversation at the end of session zero or throughout the first couple of sessions as necessary.
Aim
Aim is about what you want from and for your campaign - your creative, social, and other goals. Do you
have a specific creative agenda you’re looking to pursue? Do you mostly want to spend a few hours with
friends every week making things up together and blowing off steam? Aim is both about format and
aesthetic agenda.
Examples:
We’re going to play a weekly campaign from level 1-10 with strong individual and group character arcs.
Our aim is mostly to hang out and chat while kicking butt and getting new powers and cool items.
We want to tell a story that explores the relationship between grief and community through an action-
fantasy in a world recovering from a near-apocalypse.
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Other ways to decide on or describe your game’s aim might be to reference touchstones for your
campaign or for the kind of character you want to play, drawing from books, films, comics, music, etc.
You might create a mood board to help define the aesthetic of your world or a soundtrack to form an
aural soundscape for the vibe you want.
Tone
While playing Daggerheart, you will build a world entirely your own. Even if you’re using an established
setting, since your version of that setting will be distinct and grow through your creativity. One of the
important elements of defining a world and a campaign is agreeing on tone - the emotional landscape and
tendency of the campaign. Establishing the tone of your game is a fast and easy way to align players’
expectations and ensure that everyone has a good time.
A quick way of picking a tone is to set out a piece of paper or note card with the following list of tones.
Circle tones everyone is excited for; X-out tones you will avoid or remove. The rest may appear as
needed:
Example:
A group is starting their first campaign and decides to use the provided list of tone options. Josie nominates
Dramatic to be highlighted and everyone agrees, so that option is bolded to signal that it will be prominent in
the campaign. Kyle says he’s not interested in a Goofy tone, and nominates it to be X-ed out. Danny doesn’t
mind Goofy, but isn’t against crossing it out. But in exchange, he asks that the group consider bolding
Romantic. Sita isn’t interested in Romantic being a central tone, but doesn’t want to cross it out. She
nominates Heart-Pounding for a major tone, and after discussion it gets bolded. The group agrees that they
don’t want a Gritty game, so it gets crossed out. They also cross out Whimsical.
That leaves them with a game that will be especially Dramatic and Heart-Pounding, sometimes Adventurous,
Intense, Funny, Intimate, Romantic, and Scary, but not Goofy, Gritty, or Whimsical.
Subject Matter
Discuss things you actively want in the game as well as subjects you want to avoid. For subjects to avoid,
this can be big, broad things like bigotry and torture or very specific elements like avoiding spiders or a
particular name that carries big emotional weight for a player.
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NOTE:
When discussing social and political issues, it’s important to center the desires and needs of marginalized
players at the table. For instance, if your group is a mix of some cisgender alloromantic/allosexual &
heterosexual players and some LGBTIQIA players, the queer players’ preferences should be prioritized when
it comes to whether homophobia/transphobia and other forms of oppression against LGBTQIA people are to
be included in the game. In heroic fantasy games it can sometimes be empowering to present oppressive
forces as part of the evils of the world that can be directly fought and overcome, but that should be a choice
actively made by the people that the oppression impacts outside the game. Many marginalized players come
to rpgs to escape the everyday frustrations and pains of bigotry they experience in their daily lives, and they
shouldn’t be forced to struggle with them in a game. Those choices should be made primarily by those most
impacted by the subject matter.
If you haven’t done so yet, this is a good place to pick the safety tools you want to use for the campaign
(see page here). We recommend one tool for managing content to include and avoid (like Lines & Veils or
a content palette) and one tool available to players to pause or re-direct play during the session (like the
X-Card, Script Change, etc.)
Example:
In their session zero conversation, the group agrees to use Lines & Veils, a content palette, and the X-Card.
Jo says they don’t want transphobia, homophobia, or any bigotry against queer people in the game. The GM
writes those topics down on the group’s list of Lines - elements that won’t appear in the game at all. Jo then
says that they’re excited to explore the different ways communities in the world express gender, so that’s
added to the game’s palette under elements to include.
Olivia says that she’d like to put a veil on real-world politics for the campaign to help the game feel like a
break from the worries of everyday life. The game might include some parallels with real-world politics, but
that comparison will never be in the spotlight, and the game’s table talk will avoid making those
comparisons.
George adds a line on tiny swarms of insects, with the caveat that he doesn’t mind having insects in the
campaign, as long as they aren’t ever on his character. He nominates romance for the palette as something
he’s excited to have in the game.
Asking Questions
During the session zero discussions, it’s very useful to ask clarifying questions and dig deeper with
suggestions and ideas.
Do you want to use an existing setting or build your own from scratch? Do you have specific themes
you’re interested in exploring in this campaign? Have you always wanted to play a science-fantasy
campaign? One of the best ways to ensure that all of the players in a game are bought-in to a game,
invested and excited to play, is to let them bring their ideas and interests to the planning stages in session
zero.
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Some examples of questions during a session zero process:
Can you talk a little more about what you mean by wanting to make a post-fantasy world?
When you said it’d be cool if elven clans worked like a bee hive, did you mean physiology, or is it more about
communication and hierarchy?
What aspect of that fantasy series you mentioned are you most excited to bring into the game? The plot, the
setting, the vibes, or something else?
Fostering an atmosphere of constructive curiosity is also useful for interrogating your own assumptions
in worldbuilding. This allows the group to ensure that the decisions you’re making about the world and
the game are conscious decisions instead of unspoken assumptions or just replicating what has come
before.
Should all the major players in our region be monarchies, or do we want them to have different forms of
government? If they’re monarchies, are they feudal, bureaucratic, or some other structure?
How do people think about gender in this world? Do conceptions of gender vary by community, by region, or
something else?
What, if anything, do we want to change in the existing setting we’re using to make it a better fit for the kind
of story we’re telling?
Everyone at the table can and should be asking questions to enrich the session zero discussion. The more
collaborative the process, the more the setting and game will truly reflect the creative interests and ideas
of everyone involved.
You’ll especially want to take notes while players are creating their characters and what they give as their
answers for the background and connections prompts. Those answers will form the bulk of the initial
material for you to use to tie the story of the campaign to the characters, especially if you want the story
to emerge from those characters’ worlds and lives.
Be sure to leave room for a player to push back on your additions to their answers and to discuss as
needed.
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Guardian, how exactly did you get the last remnant of the Dawn Goddess’ battle standard? And what does it
whisper to you at night before you drift off to sleep?
Wizard, the Warrior mentioned that her sister went off to study magic and was very much the kind who
wasn’t in it to make friends. What do you think about having that sister be your rival?
Keep your GM principles in mind throughout this process - they apply to all stages of the campaign, not
just in-scene play.
Ahead of the session, you’ll want to prepare materials for the game: print out/arrange character sheets,
character reference sheets, play guides, any maps, a way to take notes, etc. Before the players arrive,
prepare the play space (physical or VTT) for the session. Make the space comfortable for yourself and the
players as best you can. If you’re playing online, you’ll want to prepare the virtual tabletop, whatever
you’re using to track characters and roll dice, and any other digital play aids you need.
Break (5 min)
It’s good to take breaks to let everyone move around, refresh themselves, and get a little bit of time to
decompress from in-depth creative discussions that can demand a lot of energy and attention.
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Worldbuilding (50 min)
Using one of the provided map templates or your own worldbuilding tools, facilitate the process of
creating or fleshing out the setting you’ll be using for your campaign. During the process, think about the
elements (tropes, settings, influences) that were discussed as things people were especially interested in
and do what you can to build those elements into the setting. Worldbuilding can be a very engrossing
process, but remember that you don’t need to define or name every part of the map at this stage. Leave
yourself blank spaces to fill in later, as you’ll continue building the setting together through play.
Pay special attention to the group’s discussion of the character’s Background & Connections, as they will
play a vital role in your preparations for the campaign. This is a great place to ask questions and
encourage players to flesh out their answers.
Break (5 min)
If you’ve got time left in your session, you can take a short break before doing wrap-up and feedback, or a
longer break if you’ve got the time for a bit more play before finishing for the day.
If you have more time in your session, you can play an introductory scene. If you have less time or if
things took longer than expected, try to complete background questions and at least one round of
connections before wrapping up. Those connections are important, so it’s good not to rush them.
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Preparing A Session
Thinking In Beats
In storytelling, a beat is a moment that changes the trajectory of the narrative - it might be a shift in the
world, actions and reactions, an emotional revelation or decision. Not every event in a story is a beat,
As the GM in a collaborative game, you’re going to be alternating with the players, narrating a beat and
then letting them react and carry the scene forward with their own beats. It’s like a dance, a conversation,
a game of tennis.
This focus on beats is very useful in preparation–rather than writing out every single thing that is going to
happen, you can think in beats, the moments that give shape to the scene or sequence.
If you were preparing a session where a mercenary company seizes control of a border town in a narrow
mountain pass to prepare a kingdom for invasion, and thinking in beats for a Countdown, you might do it
like this:
If the player characters are in the town, they can interrupt this sequence of events at any point. They
might see the guard attacking his fellows, or might be in the tavern when the mercenaries stream down
the main road, headed for the barracks and mayor’s house.
Knowing the major beats of the mercenaries’ plan makes it easier to maintain the integrity of the fiction
while the PCs are acting. The PCs might stop the attack on the barracks but not the seizure of the mayor.
This then leads to the mercenaries fortifying the mayor’s house with him as a hostage while the members
of the town guard look to the PCs for assistance.
Thinking in beats is also useful for larger-scale planning and off-screen thinking. If the party is racing
toward a city to prevent a coup, you can use a Progress Countdown for their progress toward the city and
a Standard Countdown to represent the steps of that coup. Set the pace of when the PCs make action
rolls to speed up their process based on how long the coup takes - once a day if it takes place over a
week, once every few hours if it plays out over the matter of days, etc.
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The countdown steps for the coup could look like this (starting at six):
As the PCs take action to complete the Progress Countdown to get to the city, consequences from their
rolls will progress the countdown for the coup attempt. The longer it takes the PCs to make it to the city,
the farther along the coup will be. This format lets you know what’s happening as the PCs burst onto the
scene rather than having to plan in the moment.
Downtime Consequences
When players use downtime to rest and refresh, you might take that as an opportunity to progress a
countdown happening in the background. This helps to make the world feel alive and also reminds
players that the more resting they do, the more the world continues to move along without them. This
can help groups that are choosing to use downtime more than would be narratively appropriate.
Prepping Encounters
In Daggerheart, it’s important to approach each encounter from the perspective of, “What here best tells
the story?” and build out the kinds of hurdles the PCs face around that question. Through this lens, we
can start to think about enemies and damage as another tool in our GM toolbox for heightening tension,
creating drama, and forwarding the narrative.
Balancing encounters and making appropriate enemies will become much easier as you run more
sessions, and you won’t have to make as many guesses during prep– but in the beginning, you can’t
expect to get it perfect, and that’s okay. Adjust on the fly as necessary to find the right balance as you
play, and you’ll naturally figure out what will work best for your table. The most important thing is that
the combat the players are in is being used to give them more information about the narrative that’s
unfolding– It’s informing something about the world or the plot or the characters.
That being said, there are some tools included here for you to use when prepping encounters that will
make life easier. There is, of course, no way to provide exact directions, given every group will have
different characters with different abilities and hit points and experiences, etc. But, using the guidelines
below as a jumping off point should help, and making adjustments on the fly as needed will allow you to
hone in what works best for your group.
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Building Battles
Battles play an important part in high fantasy adventure stories. Many challenges can be answered
through cunning and charm, but often, battle serves as the primary vehicle by which obstacles are
addressed.
The first thing to consider when building a battle in Daggerheart is the narrative function the battle is
playing. Is this battle an obstacle along the way to a larger objective, designed to show the breadth of a
villain’s influence? Is an ambush the result of failed rolls to notice that the party is being tailed? Is this
fight the culmination of a small or larger arc for a character as they confront a figure from their
background? Whatever the answer, that narrative role should stay with you throughout the process of
building and running a battle.
The next thing to think about is motive. What are the motives of the adversaries arrayed against the
party? What would it take for the adversary to surrender? To flee? What objective does the adversary
have beyond survival? If given the choice between capturing the artifact the PCs have with them and
striking a downed character, which way would the adversary act?
Dynamic battles create suspense - forcing players to choose between their various objectives, following
their hopes and fears, and creating the crucible that the players use to forge their characters into
legendary heroes.
Other things that can help make for memorable battles are interesting battlefields and compelling
adversaries. If the enemies are on their own territory, think about how they’d manipulate their
environment to stack the deck in their favor - have they built fortifications on the high ground? Have they
blocked off flanking routes to make it hard for attackers to come at them any way but a frontal assault
with exposed flanks? How can the battlefield and terrain reinforce the narrative goal of the battle, how
can you use it to show the motives of the group’s adversaries?
Early in a campaign, the party is traveling through a forest known to have connections to the realms of the
Fae. The party includes a Faerie Bard who ran away from her appointed role in court. She carries with her
the letter that summons her to assume that role, but Fae custom dictates that the only way for the Summer
Court to put someone else in that critical position is to obtain the letter and give it to someone else to take
her place.
The GM decides to begin pulling at this character thread by having a group of Winter Court agents try to
take the letter. With it in hand, they guarantee that the key role is left empty, weakening their rivals. The Fae
are willing to fight, but they’d rather get the letter through intimidation or by demanding the letter be
returned to the court.
The group is led by a Winter Court envoy, and with them will be a bloodthirsty acorn knight and three pine
needle-wielding foot soldiers. The envoy’s motive is to follow orders and gain status, the acorn knight wants
glory through combat, and the foot soldiers want to follow orders and survive.
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The woods provide some cover for the Winter Court party to sneak up on the PCs, and the path the PCs are
taking make it easy for the acorn knight to hold the PCs at bay and protect the envoy while the foot soldiers
skirmish through the woods to flank. The GM will ask who in the group is the most likely to notice the group
is being followed, and then have them roll Instinct against a difficulty informed by how stealthy the Winter
Court party could be in this situation.
Once the GM reveals the fae and makes their demands, since they know the Fae’s motives, whether this
becomes a battle is largely up to the PCs and how they address the situation. Successful social roles might
allow the PCs might dissuade the envoy from pressing the attack, but the acorn knight will not be denied his
victory, so there’s a high chance of at least some kind of fight. But maybe the group’s Guardian will serve as
the Bard’s champion and the matter can be resolved with a duel between the Guardian and the acorn knight.
The scenario and potential battle gives the GM the opportunity to introduce the habits and strictures of the
fae courts, their motives and methods that might be incomprehensible to beings outside the courts, and gives
the Faerie Bard the chance to draw on her Experiences and build on her background.
Choosing Adversaries
Part of creating an interesting and challenging encounter is by selecting the right balance and number of
adversaries.
Because of the action tracker, the action economy of battles in Daggerheart is different from games
where every combatant takes a turn over the course of rounds. The action tracker limits the number of
adversaries that can be activated in a single GM move, making it harder to accidentally overwhelm the
players by throwing them at too many adversaries all at once. However, it is easy to fall on the other side,
limiting your ability to activate adversaries because you can only activate one or two even when there are
four or more action tokens on the tracker. To prevent this, consider always including an Adversary with
Relentless if using a Solo, or using a small group (like a Solo without Relentless plus a couple of other
adversaries).
For an easy encounter, use fewer enemies or a larger number of enemies of a lower tier. Try using a
number of Standard adversaries equal to the party size, potentially replacing one with a Bruiser, Skulk, or
Support.
For a standard encounter, try using a Solo adversary or number of minions equal to the size of the party
plus 2-3 from the Bruiser, Skulk, Standard, and Support types.
For a challenging encounter, try using minions equal to the size of your party and a Leader or Solo. If not
using a Leader or Solo, use the minions plus a number of other adversaries equal to the party size.
For a climactic, arc-ending battle, use a Leader, minions equal to one and a half times the party size, and a
number of other adversaries equal to the party size.
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Examples
Max is preparing a road encounter for their group of four to help introduce a new enemy faction. The fight is
meant to be easy, so they choose three Standard adversaries and one Bruiser.
Later, the group has followed the faction’s trail and confronts a group on patrol near the faction’s outpost.
This will be a standard encounter, so Max prepares four Minions, a Bruiser, a Support, and a Skulk.
And finally, when the group has fought through the outpost to confront the faction leader, the encounter will
include six Minions, a Leader, two Snipers, a Bruiser, and a Support. The Leader also has a move that will
bring in more minions as needed.
[Playtesters: We specifically invite feedback on your experiences with encounter design during your
playtests. Do these guidelines work for your table? If not, what have you found that does work for you and
your group?]
Daggerheart has two different adversary types to represent foes that are a minor threat individually but
dangerous in a group. Minions are individual adversaries that can group up for a big combined attack but
can also be defeated 2 or more at a time by a single attack. Hordes represent a large group of the same
enemy moving and acting as one entity, where each HP dealt to them represents defeating several
members of the horde. When you’re using Hordes or Minions, be sure to let the players know which ones
are which unless there’s a specific reason for the players to not know, like if a leader of a group is
hiding/disguised within their ranks.
Minions are great if you want to put a lot of figures on the board/field or when you need enemies to
spread out and occupy several positions. Minions are a major threat if they can crowd around one target
and land a blow, but they fall quickly as they each only have 1 HP and only have a Minor HP threshold.
This means that most PCs can dispatch 2-3 in a single blow, sometimes more. Using a large group of
minions creates urgency for the PCs to thin out their numbers before they can land devastating group
attacks. When making group attacks, minions deal consistent damage rather than rolling damage,
meaning you can count on being able to deal a specific amount of damage.
Hordes are good for concentrating danger in one space, for the feeling of a moving group of foes that will
crash over a character like a wave. Hordes can hold a chokepoint, as they take several blows to dispatch.
Their damage goes down when they hit ½ hp, giving players a reason to make 2-3 attacks against the
horde and then potentially shift targets. Hordes have a high variance on their damage, with high potential
but a low floor.
Both Minions and Hordes are useful for presenting a large group of foes to a party while planning for the
combat to stay fast-paced and to avoid a long drawn-out fight where it takes several blows each to clean
up the last 2-3 enemies in a fight once the biggest threats have been eliminated.
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Example 1: Minions
Tabby the Warrior is holding a castle gate against attacking zombies while her companions try to complete
the cleansing ritual that will cut off the energy animating the zombies. The GM places 5 Rotted Zombies on
the board as a group of minions, describing the scattered group converging as they approach the Katari
Warrior. Tabby decides to charge them, moving a Close distance and laying into the minions.
Making an attack roll against the Rotted Zombie, Tabby easily hits and deals a total of 11 damage. The
Zombies have a Minor threshold of 1 and the trait Minion 4, which means that for each 4 damage dealt to a
Rotted Zombie, an additional Rotted Zombie marks 1 HP. Tabby’s 11 damage means that with that one attack
roll, Tabby defeats 3 Rotted Zombies, as they each only have 1 HP. Tabby’s player describes hacking her way
through the attackers, chopping limbs and heads.
If Tabby had rolled a failure, granting the Zombies a chance to attack before their numbers were reduced, the
GM could use their Group Attack move (Group Attack - Melee - 3). The GM spends a Fear and activates every
Rotted Zombie within Melee range of Tabby (all 5) and makes a single attack roll. If the attack succeeds, the
Rotted Zombies all five combine, dealing 3 damage for each Rotted Zombie activated and in range, That
means the attack deals a brutal 15 damage to Tabby.
If Tabby had succeeded in her roll above and then taken a counter-attack, the 2 remaining Rotted Zombies
would only deal 6 damage (2 Rotted Zombies dealing 3 damage each, adding up to 6). You’ve got to thin out
those Minion groups before they can hit you!
Example 2: Hordes
If instead the GM used a Zombie Pack adversary (a Horde), the group of undead would be represented as one
adversary. The GM would use a miniature with several zombies on one base and move the Horde all as one
unit. The Zombie Pack has the trait Horde: 2d6 with a Creatures Per Hit Point of 2.
When Tabby charges the Zombie Horde, she makes her same attack. That 11 damage is compared to the
Horde’s HP thresholds. 11 is above the Zombie Pack’s Major threshold of 9 but below their Severe threshold of
13. So the Zombie Pack marks 2 HP, leaving them with 4 HP remaining. The Zombie Pack’s Creatures Per Hit
Point of 2 means that each HP marked represents eliminating 2 zombies, so Tabby describes carving through
4 members of the horde.
But with only 2 of 6 HP marked, their counter-attack against Tabby is made as normal, with their full
damage value of 2d10 on a hit.
If Tabby dealt 13 damage instead, that would be a Severe blow to the Zombie Pack and they would mark 3 HP
instead of 2. With 3 HP marked (one half of 6), their standard attack damage drops to 2d6 damage per their
Horde trait.
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Encounter Fear Moves
You can also create Fear Moves for your encounters that apply to the battle as a whole. This is often a
good way to spawn new adversaries, change the encounter parameters, or increase the danger. Some
examples include:
Spend a Fear to make make all adversaries desperate, giving them -1 difficulty and +1d6 damage dice until
the end of the encounter.
Spend 2 Fear to have 2 additional adversaries appear in the scene. Add 2 tokens to the action tracker.
Spend 3 Fear to permanently block off the exit the PCs are closest to.
Equipment
At character creation, players have access to all starting weapons and armor. The remainder of the
equipment is organized in tiers (Level 1 = Tier 0, Levels 2-4 = Tier 1, Levels 5-7 = Tier 2, Levels 8-10 = Tier
3) and should be made available to players as the party reaches the appropriate level. Often, this looks like
choosing a few options to make available at shops along their journey or providing a new weapon as part
of an NPC’s reward.
There is no set cost in gold for equipment, as some campaigns may focus more or less on gaining gold,
but as a general practice, most Tier 0 equipment should be available for a handful of gold, most Tier 1
equipment should be available for 2 handfuls of gold, most Tier 2 equipment should be 4 handfuls of gold,
and most Tier 3 equipment should be a bag of gold. Always consider how common a weapon or armor
might be in the place its being sold, and how often you are giving out gold as a reward to the players
when deciding on the cost of a piece of equipment.
Loot
When giving out loot, the lower the item or consumable is on the list. Consumables are often less
powerful just by their nature. So if you’re looking to give out something to every player at lower level as
an NPC’s reward or as something they find hidden in a dungeon, consider low-value consumables. If
you’re looking for something a little more permanent, consider low-value items. On the other hand, if
players are reaching the pinnacle of their campaign and you want to give them something very powerful,
consider a few high-value items.
You are highly encouraged to make your own items and consumables as you see fit for your campaign,
mix and match loot to make it personalized for your story, or make choices of what to have in your world
from the list and what to make unavailable. As with Equipment, there is no set gold cost for these items;
instead the cost should reflect how often you are giving out gold as a reward as well as how commonplace
that loot might be in the place where it is being sold.
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Running A Session
Crafting Scenes
One of your main responsibilities as a game master in Daggerheart is to set the scene for your players.
Whenever you start a session, arrive at a new place, or the current scene changes, the players are going
to look to you for what they need to know. When you do this, think with all of your senses; not just what
this place looks like, but what does it smell, feel, taste, and/or sound like here? What is something unique
or unexpected about this place, and what does that say about it? Your players are going to use these
details you give them to interact with the world, so it’s very important to give them not only enough to
picture the scene they’re in, but enough that they can use that information to make choices about what
they do and where they go.
Downtime
Downtime sequences, in both short and long rests, are an invaluable tool for your adventuring party and
for you as a GM. Downtime lets the players recover resources and to zoom in on the relationships
between characters and how they process the intense emotions of their adventures. Downtime gives you
a pressure release valve to vary the intensity of the story and give the PCs room to breathe.
Empower your players to frame their own downtime scenes - especially for their Prepare actions, which
are an especially strong opportunity for characterization. Ask them what it looks like as they tend to their
wounds or recover stress together, encourage them to take the reins of the story for that scene and work
together with other players whose characters are involved.
One downtime action requires more GM input than the others - Work on a Project. If a character is
attempting something that would normally take a long Completion Countdown, it may be a good
candidate for a downtime project using this move. When deciding the size of the countdown, consider
the complexity of the project, the availability of relevant tools, and the impact of the project on the story.
If completing the project will give the group essential information they need to move on, you may want to
set the countdown at a low # to ensure that the group doesn’t have to spend much time waiting for the
next clue or beat in the story. If the project is something personal that represents a major step in the
character’s development, the project may feel more rewarding if it is completed right before or right after
a separate big moment for that character. If the project is simply a matter of time, set the number of steps
each Work on a Project action will complete. If the project is skill-dependent, you might set a trait for
them to roll with or ask how they make progress and then call for a roll based on the approach.
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If the PC is rolling to complete a countdown, here are a few ways to avoid having their roll generate a null
result with no progress. If they roll a failure, perhaps part of the consequence that emerges provides
insight (and advantage) for their next roll? Alternatively, you could use this result structure for Work on a
Project rolls, where a character makes some progress even on a failure:
You should also tick down any long-term countdown tracks you have running for your campaign. For
more on this, see “Long-Term Countdowns.”
Extended Downtime
If your group is going to have a longer stretch of downtime beyond a Long Rest, it may not make sense to
resolve every Long Rest during that time if the action is being done more in montage. For those longer
spans of downtime, talk with the players about what they want to accomplish during that time and decide
if any countdowns are required to measure the progress toward their goals. It’s trivial for a Bard to gather
rumors during a week-long stay in the city, but you might ask them to roll with Presence to see whether
they learn some especially important information during the process. You might ask your Warrior to roll
with Finesse if they’re spending a long span of downtime trying to enhance their armor with rare
materials obtained in their last adventure.
As the GM, you can help ensure that the focus of the story, aka the spotlight, rotates between the
characters and that every player has ample time to see their character as the focus of the story. If you
know that a given character is going to be in the spotlight for a session or an arc, you can try to more fully
involve other characters by thinking about not just those characters’ ties to the character in the spotlight
but also any other ways you might be able to fold in story elements that appeal to the other players
(and/or their characters).
Example:
If the courtier Bard is invited to a debutante ball as a way to build on elements of his background, you might
decide that the ball will also be hosting a fencing tournament, which you hope will excite the swashbuckler
Rogue; and social dancing, which should interest the noble-born Sorcerer. You’re confident that the Warrior
will be bought-in on the scene already, as he’s sworn to protect the Bard and is not-so-secretly in love with
him. Now you have ideas to involve and excite every player and your ball is more fleshed out and not just a
party in a large room.
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You might also directly engage quieter players by inviting action from them rather than asking “what do
you do?” to the whole table. Alternatively, you might ask the quieter player how their character feels
about something that has transpired or about the situation in general.
Another approach to balancing spotlight is to use visual aids. You can change your action tracker to have
a space for each character and not just one for the group. When a player takes an action, they place one
token on the tracker with their characters’ name on it. Throughout a session, a quick look at the trackers
will show you which players are taking more actions and help you remember to go to the players that
haven’t acted as much. This visual reminder can also help players to share the spotlight by engaging their
fellow players or characters to bring them to the fore of a scene.
A way to ensure that you as the GM are sharing the spotlight is to find times to let the players and their
characters speak among themselves and where you can just listen, allowing them to carry out a downtime
scene or interpersonal moment without needing to give your input.
Using Conflict
Daggerheart is a game of perilous adventure, filled with conflict. We note that there are many storytelling
traditions where conflict is minimized or absent entirely, but Daggerheart is designed to help create
stories where conflict plays a central role, so we’ll speak about conflict in these terms throughout the
book.
Conflict in Daggerheart results from the characters’ hopes and actions being met by challenges and
uncertainty. If the group’s Wizard seeks to become the world’s greatest spellcaster, but she’s never
challenged in that quest, then accomplishing that goal will not be as satisfying as if she’d faced conflict
along the way.
Conflicts can be external (where forces from outside the character act against them) or internal (where a
character struggles against themselves emotionally or intellectually).
Examples of external conflict for our Wizard would be tests of skill against other mages, solving magical
puzzles using knowledge and cunning, and eventually squaring off against legendary beings wielding the
most potent magics in the world.
Internal conflicts might be a character struggling with their fears, their self-image, their upbringing, etc.
Our Wizard might struggle with the ideology taught to her in her magical academy or struggle against
fear of the destructive power of her magic.
The strongest character arcs in Daggerheart will emerge from a combination of internal and external
conflicts. Mixing different types of conflicts is very dramatically fruitful: external conflicts can bring up
unresolved tensions from internal conflicts, resolving internal conflicts can provide clarity for a character
that allows them to overcome external conflict, etc.
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External challenges to our Wizard can magnify the emotional impact of her internal conflicts. And
external conflicts that push her limits will become all the more memorable by demanding the Wizard
grapple with her fear as part of the challenge. When designing conflicts for maximum emotional impact,
think about how to challenge characters in a way that ties in their internal struggles - if a character
struggles with self-confidence, challenge them to excel. If a character struggles with the ethics of using
power, put them in situations where the use of their power has big stakes for other people and not just
themselves.
Conflicts like these are the crucible which will forge your characters into unforgettable heroes.
Social Conflict
Battles and armed conflict will be common in games of Daggerheart, but your characters may also trade
barbs with courtiers, talk their way past guards, seduce rivals, and plead their innocence to an uncaring
monarch. Always keep motive in mind and think about how the characters’ request/demand aligns or
conflicts with the NPCs’ motives.
For everyday social obstacles or foes, a single successful action may be sufficient to progress. Haggling
with a merchant, talking your way past an everyday town guard, etc. On a success with Fear, the foe
might demand a bribe or set other special terms in order to do what the character asks or demands.
When dealing with more formidable foes/NPCs, one action might not be enough to change their mind. A
hostile count probably couldn’t be convinced to send troops to help you fight a necromancer with a single
roll. You might set a Progress Countdown to represent the party’s progress toward convincing the count,
with a starting value based on the count’s disposition. Since some socially-oriented abilities inflict stress
on opponents, you might treat a foe’s Stress pool as their willpower, and that if the party can mark all the
foe’s stress, their resolve is broken and they’ll acquiesce.
For NPCs or creatures that aren’t hostile but aren’t inclined to do as the party asks, it may make sense to
think about the scene less as a conflict and more as a collaborative process where both parties are trying
to get what they want while maintaining or improving their existing relationship.
If the social situation is especially high-stakes, you might set both a Progress Countdown representing
the character or party’s objective and a Consequence Countdown representing a negative outcome (the
opportunity passes, their patience runs out, they settle on a different course of action.
Running Battles
When running a battle that is expected to last more than a couple of action rolls, the action tracker will
help everyone manage the flow of the battle. The Action Tracker is explained in this section, but here is a
quick reminder of how action tokens and Fear interact.
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Action Tokens
● Add 1 each time a PC makes an action roll.
● Spend 1 to activate an adversary during a GM move.
● Spend 2 to gain 1 Fear.
● Clear all action tokens at the end of a battle. Take 1 Fear for every 2 tokens cleared.
Fear
● Earn 1 each time a PC gets a result with Fear.
● Spend on Fear moves for adversaries.
● Spend 1 or more for a GM move that is particularly big and dramatic.
● Spend 1 to add 2 action tokens to the tracker.
● Spend 2 to make a GM Move without the PC rolling a failure or with Fear.
GM Advice
The most resonant battle scenes aren’t about violence, they’re about people and motivation. Good battle
scenes use the language of violence to inspire emotions and develop characterization. When bandits raid
a village, they’re not just looking to hurt people – their motive is greed. Violence is just the means to an
end.
The main dramatic question of a battle should be something more than “Will the PCs die?” since most of
the time, the answer will be “no.” The PCs are fighting for a reason – they’re pursuing some goal or trying
to prevent a villain from accomplishing a scheme. If the PCs have multiple goals in a scene, there’s more
uncertainty about the result, which makes for greater dramatic tension.
After the Blood Mage Caressa kidnapped the Governor’s husband Osten, the PCs have tracked her across the
Shattered Mountains. When they confront her in the Ruins of Nix, she’s conducting a ritual to seize Osten’s
latent magical power. The PCs want to stop the ritual, save the Governor’s husband, and capture Caressa.
But which of those goals is most important? If the PCs are winning the fight, what happens if you put Osten
in danger and make the players choose between rescuing him and capturing Caressa?
In this example, the PCs could achieve a partial victory by capturing Caressa only after Osten has been
killed; they could rescue the governor’s husband but Caressa could get away; or they could stop Caressa
in time to capture her and save Osten, accomplishing all of their goals.
During battles, spend Fear aggressively to keep the characters on their toes. The nature of action rolls
using the Duality Dice means that there should be an ebb and flow of momentum in the fight as the PCs
fail rolls or succeed with Fear.
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Even on a lucky streak of success with Hope results, where you’re not prompted to make a move, you can
interrupt the players’ momentum by converting action tokens to Fear (at the 2:1 rate) and then spending 2
Fear to make a GM move so that the fight doesn’t become a pushover for the PCs. The math here means
you’ll never have to go more than four rolls without making a move (4 moves is 4 action tokens, 4 action
tokens can become 2 Fear, and you can spend 2 Fear to make a move out of turn). In those cases, think
about what move will have the biggest impact on the scene, whether it’s a hard hit or some other move
that changes the energy or nature of the fight. This might mean activating a powerful foe’s ability, it might
mean bringing reinforcements into the fight, it might mean changing the battlefield in some way, or it
might mean having the foes make a bold move toward their objective in the scene.
GM TIPS
If you find yourself in a scene using the action tracker where you have more tokens than available
adversaries, consider other GM moves you could make to enhance the scene, or perhaps convert some
tokens to Fear (at the rate of 2:1) to utilize an adversary’s Fear Move.
If you end up with a large number of tokens on the Action Tracker and numerous adversaries in play
when you begin a GM move, it may become hard to remember which adversary has acted this move. In
these cases, you might move the character tokens to each adversary’s stat block or by the figure on a map
to keep track of which have activated. Then, when your move is complete, you can clear all those tokens
and return them to the players as play passes back to them.
Phased Battles
Some other ways to create unforgettable battles involve changing the nature of the foes or the contours
of the space to move the fight into a new phase that feels fundamentally different. These phase changes
will be most impactful if they’re a natural evolution and escalation of the scene rather than coming totally
out of left field. Here are three major ways to create a new phase of a battle:
1) Change the terms of engagement or the nature of the scene. Turn a fight into a chase, reveal
information that turns the group’s allies against them, or arrange the circumstances where the party
might consider forming a temporary alliance with one of the two factions they’re battling in a melee.
Example:
If the group’s foe is a thief trying to steal an artifact from the PCs, then you could use a hard move to have
them get their hands on the artifact and make a run for it! This will likely turn your pitched battle into a
chase, keeping the story dynamic and forcing the players to adapt.
2) Change the battlefield itself. If this change is something that can happen more than once (like the
earth dragon’s avalanche), you can set the move on a Countdown Loop. If it’s a one-time thing, you might
make it a Fear move on the foe’s writeup. If you plan this move ahead of time, you might prepare two
maps or two versions of the same map - one for the start of the fight and then one for when the space is
fundamentally changed.
Examples:
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The earth dragon crashes into the walls of their lair, dropping huge rocks and changing all the contours of
the battle.
When fighting in a divine realm, the god’s champion smashes the floor, dropping the entire group into a
battlefield atop a plane of otherworldly stained glass, surrounded by the rich colors of the cosmos.
3) Change the foes. This approach is common in video games - at a certain point in the fight, either when
the enemy’s HP is reduced to half or they’re seemingly defeated, the enemy changes in behavior, form, or
both. A heavily-armored enemy throws off their armor and begins moving with blistering speed. A
defeated foe calls out to eldritch power, which courses through them, granting them new abilities and a
markedly changed appearance.
In Daggerheart, you can create a phase change for an enemy in a few ways. You might give the foe a move
that triggers when one half of their Hit Points are marked, or you might prepare two adversary writeups,
one for each phase. There are some examples of multi-phase enemies in the Adversaries section to use as
inspiration or reference.
If the party is defeating a major foe far more easily than expected and you decide that it’s better for them
to persist than to just be defeated, you can improvise a phase two. Describe how they seem to be
defeated, then have them stand back up or surge with new energy, then clear some of their HP, change
some of their statistics or base attack, and make up a new move or two to represent how they’ve changed.
An enemy that throws off their armor might have their Damage Thresholds lowered but gain Relentless
and moves about blistering speed. A transformed enemy might have entirely new stats and moves.
When you have an enemy take a new form, try to draw upon what the players already know about the
enemy or something established in the fiction to explain the second phase. If the enemy is a Blood Mage,
then having them hold out a bloody hand and use a powerful spell to transform into a blood abomination
for phase two is both surprising and inevitable. But if the party never learned that the enemy was a blood
mage, the enemy, that reveal won’t be as satisfying, so you might have to create the connective tissue in
the moment, narrating the enemy saying something about not having revealed their full power as they
transform.
If this NPC or foe is directly opposing the characters, you’ll need a bit more. Any foe or NPC that comes
into conflict with the player characters will need a difficulty so that you have a benchmark for deciding
whether the characters’ actions against the NPC or foe are successful. You can use the difficulty examples
(see “Difficulty”) or set this difficulty based on similar foes or NPCs that you’ve already introduced in the
story.
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If your party has been tracking a group of elven scouts that came into possession of a magical item the
party needs, then when the two groups meet and you flesh out the leader of those scouts to speak with
the party, you could use the Elven Scout writeup you’d already created and then just make a couple of
changes - give them a name, and adjust one or more of their difficulty, HP, Stress, Damage Thresholds,
and/or moves. If you’re just fleshing out a leader within an existing group, you might not need to change
much - maybe just give them a slightly higher difficulty and a move that reflects their position as the
leader. If you’re expanding the roster, like if the scouts lead the group to speak with the elven clan’s
warleader, then you might make more changes.
If you’re improvising a creature or foe that isn’t interacting with the party socially, it’s still important to
think about motive, but you’ll want to focus more on the information needed to play them in battle. For
simple encounters, if you feel confident improvising moves and tactics, all a foe needs is a difficulty and
tactics. But if the party took an unexpected route and it makes sense for them to encounter a more
substantial foe, you might find a way to give yourself a few moments to come up with a full foe writeup.
You might grab the writeup of a similar creature and make some changes, or you might set a benchmark
difficulty and use the impromptu damage guide below (see “Impromptu Damage”), then decide their
moves when you have the chance to make a GM move. That allows you to decide something that will have
the most interesting impact on the scene at that moment.
Different GMs have different interests in and levels of comfort with improvisation. If you’re less
comfortable improvising in the moment, you might describe the creature bursting out of the underbrush
or the like and then set a cliffhanger, calling for a break just as the action begins. That will give you a
couple of minutes to create the foe writeup without the pressure of the whole group waiting on you.
Demoralize
Spend Fear and describe the adversary’s disheartening display, which causes all within a Close distance to
lose Hope.
Endanger
Spend Fear to make a target within melee distance Vulnerable. Describe how this happens and what it will
take to end the condition.
Reinforcements
Spend Fear to add 1d4 additional adversaries to the scene as backup. They appear at a Far distance.
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Reposition
Spend Fear and describe how the adversary uses an extraordinary form of movement to move up to a Far
distance and then attack.
Scatter
Spend Fear to charge into a group of PCs and knock them away, pushing them each back to a Close
distance (in different directions).
Shredding Strike
Spend Fear to make an attack. If it hits, the target must mark an armor slot without taking its benefit
(they may still use other armor slots on the damage).
Team-Up
Spend Fear when an adversary is dealing damage. Another enemy within melee range of that target may
immediately attack the same target. If they hit, add the two damage rolls together.
Terrifying Blow
Spend Fear to make an attack with an additional +2 bonus to hit. The target marks Stress even if the
attack misses.
Scheme
Spend Fear to have an adversary make a big move out of combat using their connections, secrets, and/or
magical power.
Experiences
Quick Reflexes Nobility
Keen Senses Tracking
Stealth Navigation
Socialite Bodyguard
Nature’s Friend Cautious
Barter Intrusion
Intimidation Strict
Ambusher Magical Knowledge
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Impromptu Attack Modifiers
When creating adversaries on the fly, you can default their attack modifier to the tier you’re creating
them for and adjust up or down depending on how likely you want them to be to hit and the evasion
scores of your party. An adversary’s attack modifier might be as much as 4 points lower or higher than
their tier when the foe is meant to be especially likely or unlikely to land a blow. You might balance an
adversary with an especially powerful attack by giving them a lower attack modifier or give an adversary
that doesn’t do as much damage a higher attack modifier so that they wear the PCs down a bit at a time.
Minion adversaries often have a lower attack modifier than the average, with a Tier 0 minion often having
a -3 or -2 modifier. Leader and Skulk type adversaries often have a higher modifier than the average, with
a Tier 0 leader having as much as a +3 or +4 modifier.
Impromptu Damage
In Daggerheart, you’ll find yourself needing to create a dice pool for damage from a threat or foe that you
hadn’t already prepared. In these situations, here are some guidelines to follow:
At level 1, most classes have damage thresholds of Minor 4, Major 9, Severe 14 or below.
To have approximately a 50% chance to hit each threshold (as in, damage that hits those average 4/9/13
thresholds on an average roll), you can use the following for impromptu damage:
Minor (1 HP) = 1d3+2, 1d6
Major (2 HP) = 2d8, 2d6+2, 1d12+3
Severe (3 HP) = 2d12, 3d8, or 4d6
To reliably hit each threshold (as in, to hit the average thresholds of 4/9/14 even on a below-average
roll), use these damage amounts:
Minor (1 HP) = 1d8+2, 2d6, or 3d4
Major (2 HP) = 2d10, 3d6, or 2d8+2
Severe (3 HP) = 2d20, 3d12, or 4d8
GM Guidance:
In a group of tougher characters (Guardian, Seraph, Warrior), the average damage needed for each
threshold is higher. Add +1 to all values to get the same results in a group where the average threshold is
5/10/15.
Additionally, class, foundation, and heritage features can impact hp thresholds, so keep those in mind
when tailoring foes to your game’s needs.
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If you want an attack to have a high variance of damage and a high ceiling, consider using a smaller # of
dice that have a higher number of sides (d10s, d12s, or d20s), and avoiding flat damage bonuses.
If you want an attack to hit consistently within a certain range of damage, use a larger # of dice with a
smaller number of sides (especially d4s, d6s, and d8s). Alternatively, adding a flat bonus to damage can
help more consistently deal damage with a minimum result.
To ensure that an attack cannot do Severe damage, set the maximum damage value of that attack to be
lower than the party’s lowest Severe threshold.
To ensure that an attack will always deal at least Minor damage, set the minimum damage value of that
attack to be equal to or greater than the party’s highest Minor threshold.
In a group with a large spread of damage thresholds (a Stalwart Guardian in a group with a Wizard), the
damage needed to cause Minor injury (1 HP) to the Guardian might cause a Major injury (2 HP) to the
Wizard. You might want to use dice pools that will generate more reliable averages to avoid swingy
results that could deal an unwanted Severe blow to one of the more fragile characters. However, in a
group with this large range of thresholds, characters with protective instincts/abilities have the
opportunity to shine by protecting their comrades.
Scaling Damage
As characters grow in level, their damage thresholds increase as well. Characters’ damage thresholds will
diverge more over time through players choosing different advancement options and as their characters
acquire special items and abilities. But here are some tips & benchmarks for scaling impromptu damage.
Adding a flat +1 to existing impromptu dice pools will help your damage keep pace with characters’ Minor
thresholds, adding +3 will keep pace with Major Thresholds, and adding 2d4 or a flat +4 will keep pace
with Severe Thresholds.
Adding another +1 to Tier 1 dice pools (+2 total compared to level 1) will keep pace with Minor damage, an
extra 2d4 damage or an extra +4 (+7 total) will keep pace with Major Thresholds, and an extra 2d12 or +10
will keep pace with Severe damage.
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Minor (1 HP) = 1d3+4, 1d6+2, 1d8+1
Major (2 HP) = 2d8+9, 2d6+11, 2d10+7, 2d12+5, 3d12, 5d6
Severe (3 HP) = 4d12+2, 5d8+9, 6d6+6, 3d20
Adding another +3 (+5 total compared to level 1) will keep pace with Minor damage, an extra 2d8 damage
or an extra +9 (+16 total) will keep pace with Major thresholds, and an extra 2d12 or +13 will keep pace with
Severe damage.
Character Death
Adjudicating and overseeing the death of a player character may be among the most difficult tasks for a
GM. In a game focused on character relationships, personal story arcs, and heroic adventure, the death of
a player character should not be done casually. As the GM, you’re charged with honestly portraying the
world, and death is a greater threat in Daggerheart than in some other games working in the same genre.
When a character marks their last Hit Point, they’re forced to make a death move. In only one of those
moves is the character guaranteed to live (Avoid Death and Face the Consequences), and in one of the
others (Risk it All), the character has just over a 50% chance of survival.
Two of the three moves give the player full control over whether the character will live or die. With Blaze
of Glory, the player is accepting death for the character, and with Avoid Death and Face the
Consequences, the player is defying death. Risk it All comes down to a dice roll, with almost a 50% chance
of death (it’s actually a 44% chance of death, since if the Hope and Fear dice match, the character lives).
When a player is forced to choose a death move, make space for them to talk through their decision. You
might move to another character to give the player a moment to think or keep focus on the character on
the brink of death to let the player take the reins of the story.
In discussing character death, it’s important to keep your game’s tone and aims in mind. Would this be a
fitting end for the character? Would they have died protecting their friends, pursuing their greatest
hopes, or confronting their worst fears? Or did they get unlucky during a battle that leads into a subplot
focused on another character?
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Character death is not always satisfying in the moment, especially if the character’s cause of death isn’t
directly tied to their personal story. But in a heroic fantasy adventure, death is always a possibility for
characters trying to change the world. The death moves give the fatally-injured character a chance for a
memorable moment, whether it’s going out in a blaze of glory or their fate comes down to one roll of the
dice.
Note that a lower-level character is much less likely to take a Scar than a higher level character, but there
is always *some* chance of taking a Scar, even at level 1. This design gives more breathing room to lower-
level characters so that their story can play out more fully. But as characters gain levels, the chances of
gaining Scars greatly increases, making Risk it All or Blaze of Glory more appealing.
Using this move, the character stays unconscious until healed by an ally or until the group’s long rest. Try
to give the player chances to participate in play if the group isn’t able to heal their character or get to a
long rest in short order. This might take the form of inviting the player to depict an NPC or it might
involve narrating a scene of the character at the knife’s edge between life and death, visited by the spirit
of a departed loved one, receiving a vision of a disaster they need to survive to avert, or something else to
keep them involved in play.
Even without gaining a Scar, the constant cost of this move is that the situation gets much worse.
Whether that’s some kind of escalation that happens due to the others in the party tending to the fallen
character or whether the character’s misfortune enhances the power of Fear in that moment, turning the
tide against the heroes. Some guilt for the character is understandable in these situations, but try to make
sure that the player does not resent the complication or escalation that happens as a result of taking this
move.
Risk it All
This is the move that you as the GM have the least say in. The duality dice decide the character’s fate, and
with very rare exceptions, that roll of the dice is final. If the player rolls with Hope, help them decide how
to divide the value of the Hope die between Hit Points and Stress to clear. You might remind the player
that if they choose to clear only a small number of Hit Points, they may be forced to make another death
move after just one further blow.
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Blaze of Glory
If the player decides that the character will go out in a Blaze of Glory, work with them to ensure that the
one action they take is as meaningful as possible without breaking the integrity of the story. You might
rule that when the Seraph goes out in a Blaze of Glory, leaping down the throat of the god-shark seeking
to swallow the sun, the Guardian can deal a fatal blow to the foe, even if they had more HP left than a
critical success could possibly deal. But it might be a bad idea to let that same Seraph shatter the barrier
between the mortal realm and the Worlds Above to allow their god to walk freely among mortals. Again,
think about the group’s agreements about tone when deciding the scale of action the Blaze of Glory can
accomplish.
You have vital information the party needs to continue forward on their journey. What is it, and how did you
obtain it?
You are in desperate need of help that only the party can provide. What has you in such danger and what do
you have for them in exchange?
You know somebody in the party very well and have searched them out. What connection question should
you ask them before the next session, and what do you need them for?
You lost your last adventuring party to something or someone terrible. What caused their downfall, and how
is this new party connected to them in some way?
You are part of a faction that has opposed the party, but now you need their help. What problem does your
faction face, and how are you going to prove to the party that you can be trusted?
You have been charged to deliver a lost item to a member of the party. What is it, and what personal quest is
it tied to that requires working with the party?
Running a One-Shot
If you’re looking to run a one-shot of Daggerheart, you can use the guide below to build out a quick
collaborative session with your players. First, begin to read the Prologue aloud, and when you reach a
blank, have a player fill in the answer using one of the available options. Move around the table having
players make decisions until all of the blanks are filled. Then read the completed prologue to the table.
Feel free to ask additional questions, clarify ideas, and expand upon the information until you all feel
comfortable moving forward.
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PROLOGUE
Our story takes place within the kingdom of (1)________________________. We are currently
traveling through (2)______________________, best known for
(3)________________________________ and the (4)______________________ that
surround it.
1) Atheira | Willowfell | Ruumari | Winter’s Sun | Stonefire, Bellsong, Dathari
2) Dawnhollow | Indigo’s Shadow | Rathmire | The Wonder | Mistrun | Atlas | Ta’al
3) Its massive spires | The Great Tree | The shimmer hiding it | Its sacred wards | The mysterious
powers that keep it afloat
4) Dark Forests | Towering Mountains | Blistering Deserts | Dense Jungles
Now that you know where you’re beginning your story. Follow the same process for the Adventure.
ADVENTURE
After last night’s (1)___________________________________, many here have
(2)____________________________________. This morning, we found out that the events of
the previous evening (3)_______________________________. We know to fix this, we’ll need
to (4)________________________________________. So our story begins as we all prepare
to leave for the (5)___________________________________, where we might find what
we’re looking for.
1) catastrophic fire | attack by the Horde | terrifying storm | assassination of the Queen
2) been badly injured | decided to leave | been caught in a terrible curse | started an uprising
3) left someone we care about here near death | destroyed the town’s protection rune | awoken a
throng of spirits | angered an ancient beast
4) search for a powerful Moonstone relic | retrieve Magister Kharix | bring an offering to the Grave
of the Gods | enlist a tricksome fae
5) Towers of Hyle| Broken Sea | Great Expanse | town of Wildfar | capital of the kingdom | Highland
Peaks
Next, give your players a fifteen minute break and answer the questions below to prep your session. Use
the answers in the next section as inspiration and build out any necessary details, including any
adversaries you think your players might encounter during the session.
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GM PREP
Once the party leaves town, they find:
remnants of last night’s events | something wild and dangerous | an ominous warning about their
destination | they are being followed.
When the party finally finds what they came for, they learn:
somebody else is looking for it too | it’s not quite what they expected | they need something else to succeed |
accomplishing their goal will put others in danger.
After you’ve made these choices, think about the way a character’s background might tie into any of the
options you and your players have chosen. Maybe the wild and dangerous creature they find outside town
is the monster one of the player’s referenced in their backstory, perhaps the mysterious land they travel
through is a character’s childhood home, or the person who is also looking for the target is an NPC one of
the players has history with. The more you incorporate players' backstories into the present adventure,
the more you empower the members of your table to continue making bold choices. When players have
more agency in story construction, not only does it lessen the responsibility of GMing, it welcomes
everyone into a shared adventure.
Flesh out any further details as necessary, but don’t feel the need to overprep.
Now you’re ready to play!
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PART FOUR
Running a Campaign
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Running a Campaign
This section will cover some guidance on how to run a campaign of Daggerheart, also known as the
Campaign Kit.
Many traditional campaigns will give the GM a predefined storyline to guide the players through, giving
options for the different outcomes and letting the characters decide what path to take. Though this can
make prepping a session for the party easier, it can often inhibit player freedom, require significant buy-
in by the party around events they’re not personally tied to, and keep the story from evolving organically.
In Daggerheart, campaigns are intended to work a little differently– they should be personal, focused, and
responsive. Nothing should be planned until after character creation is complete, and the details players
provide about these characters will be the primary scaffolding upon which you’ll plan the rest of the
campaign. This means you’ll often be prepping just the material you need week after week, letting the
story evolve naturally through play at the table.
The Campaign Kit will provide some guidance and tools to help make this process easier. If you’re an
experienced GM, you may have your own method of campaign prep that you use for other games. As
always, feel free to utilize the pieces from this kit that help and ignore the pieces that don’t.
Building A Map
At the start of a campaign, one of the most important questions to answer is “Where are we?”
To do this, you’ll choose one of the maps starting on page here [section pending] (or create your own) and
print a copy of it out for your table. Digital copies of these maps are available on the Daggerheart website
for download. Each of the available maps represent a region of the world you’ll be focusing on at the
beginning of your campaign.
If you know at character creation that you’ll be running a campaign, you can bring the map you’ve chosen
to fill out during your Session Zero (covered here). Otherwise, you may always just introduce it at the top
of your next session to integrate into your game moving forward.
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To start, place the map on the table and explain to the players that you’ll be using it to build the region
you’re all playing in together. First, you’ll choose the name of the region from the options available (or
make up your own) and write that name on the appropriate section on the sheet. Once this is done, take a
minute to remind the table about any locations that were already invented by them during character
creation, and pass the map to the players who generated those locations to label them wherever they’d
like on the map. If you’ve created any locations during character creation or play, make sure to add those
yourself as well.
Once all pre-existing locations have been added, take the map back from the players and choose one of
the new locations from the pick list on the bottom of the sheet and add it to the map wherever you’d like.
Then describe this place for the rest of the table– what is it? Why is it called this? What makes it so
significant? Then pass the map to the player on your left and ask them to do the same. Encourage them to
tie in their character’s backstory or history with this place if they wish. As they tell the table about the
location they’ve chosen, record any important information about it in your notes.
The sheet should continue around the table like this until it feels like the map is populated with enough
exciting locations and plot hooks for you to work with. With four players, twice around the table is usually
enough. Remember, you can always do this again at the start of another session to fill out the map
further, or even introduce a new region that connects to the current one.
After the table feels happy with the details they’ve added, take the map back and make a choice about
where the players currently are in their adventure. Maybe it’s somewhere the players have already added,
or maybe it’s a new place you draw in– whatever the case may be, this will help you as the GM orient
yourself for their adventure moving forward.
It’s also important to leave blanks. Don’t feel the need to fill everything in, and don’t worry about planning
out what every labeled landmark or town is like. In the GM section on session prep (see “Preparing a
Session” in part 3) we’ll talk about flushing out some of these details as they become relevant, but for now,
don’t hesitate to keep some things vague. Leaving blanks gives you the freedom to adapt on the fly and
also reduces the amount of worldbuilding work you have to do for places your players may never visit.
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Incorporating Player Backstories
One of the most important tools in a GM’s arsenal is to ask questions of your players and incorporate
their answers– they will tell you what they find exciting through the responses they give you. The most
obvious and important of these in building a campaign are the answers to a character’s Background
Questions.
The Background Questions are designed specifically to generate story hooks the players care about that
can be leveraged for narrative fodder when doing prep for the campaign. You’ll want to ensure you not
only take good notes about each of the characters during character creation, but also ask important
follow up questions. Don’t be afraid to dig deeper into anything the player offers up during this process. If
they make up a person, ask them for their name. If they make up a place, ask them what it’s called, and
maybe what it’s like there if it’s unclear. You’ll want to make sure with each player, you’re recording at
least one or two things about the world that are important to them. The more you are able to incorporate
these things into the campaign, the more invested that player tends to become.
After character creation, take some time to lay out any important narrative elements the players have
given you into a simple list sorted by character.
Example Backstories
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- They look up to a fellow bard named Quill who plays at the Golden Goose in The Sunbearer’s
Crescent. Jasper met Quill through Yaro.
Now start to identify which of these pieces of information could be related– how these stories could
potentially cross paths– and draw some connections between them.
Maybe Maverick, the snobby gnome treasure collector that Barnabas is rivals with, could be the same
person that Astrid Galamore, the gnome princess, was forced to marry? And if that’s the case, what if
Maverick was now forcing Mage Yaro to use his magic to invade the fungril network in order to seize
more great treasures around the world without having to leave the kingdom? This would create a cross-
over between Astrid, Geffrin, and Barnabas, so it seems like a good place to start our campaign. But let’s
keep thinking.
This type of conflict would likely eventually lead them to return to the Galamore Kingdom to stop him,
where we could find out what actually happened to Astrid. And perhaps she convinced Quill, her and
Jasper’s bard friend, to use shapeshifting magic to take her place right under Maverick’s nose, so she
could leave the kingdom and search for Jasper? Could be a fun opportunity to flip the “princess in peril”
trope on its head, and provide an unexpected reveal once they reach the kingdom. If this is the case, I’ll
also want to start to brainstorm a clue Astrid could leave behind at the secret place her and Jasper used
to meet, that way they can go after her. But that’s down the road, no need to flush that out immediately.
Marigold still needs some love– maybe we could put the floating city of Bloomfare in the path of
destruction by the great dragon Krugthar? This would push Marigold to return to her home and face the
consequences of her actions in order to save her mother’s life, while giving Barnabas an opportunity to
chase down the dragon he wants so badly. But given they’ll have to face a dragon here, this should
probably be later in the campaign. So perhaps in the interim, to keep Marigold’s backstory involved, we
could put some elemental creatures on the party’s trail intermittently as they travel. This will keep the
threat of her home and the reminder of what she did relevant until she must return there to confront
them. Maybe we even make that our first encounter of the campaign, to set up that long-running danger
from the very beginning and tie Marigold in at the start.
A few extra tendrils to tie up– Geffrin should probably have to deal with what he did in Branishar,
whether that’s something he faces by showing signs of the same thing happening somewhere else, or we
actually make him return here. Barnabas should probably discover something unexpected about Nira’s
death– could she still be alive? If so, maybe she finds him to reveal that her father King Guthril secretly
set up an ambush to have her killed. That it wasn’t his fault, and she wants revenge.
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That’s more than enough for now! As the campaign plays out, there will be plenty more to work with and
some of these plans may change drastically– but, for now, that’s a decent foundation to work from.
Planning An Arc
Now that we have some ideas of what could potentially happen in our campaign, it’s time to start talking
about arcs. Arcs are a connected series of sessions within a campaign that focus on a specific objective,
theme, character, or idea. We can perhaps best think about this like a season of a tv show– most of the
time, characters want something in the first episode, work to get over the course of the episodes within
the season, and either succeed or fail by the finale.
You want to think about your arc in a similar way. Though you won’t know for sure the path your players
will take, by preparing the structure of the arc, you can ensure that you’re giving them the adequate
narrative fodder for a satisfying story. Arcs are typically between 3-5 sessions in length, though they can
be longer depending on how large of a campaign you’re running. It’s usually good to start small and build
up to larger arcs as players get more invested in the story you’re all telling together. But no matter the
length, building out an arc’s structure is generally pretty similar.
There are a few different structures that stories often take, but we’re going to use the Three Act
Structure as our framework here, because it is the most common and is the easiest to identify in many of
today’s movies and tv shows, so it’s not hard to find references. As always, feel free to experiment with
your own style of storytelling and only use the things from this section that help you at your table!
The Three Act Structure is pretty straightforward– Act One is the introduction, Act Two is the trials and
tribulations, and Act Three is the finale. If we were planning a four session arc, it would probably break
down as:
[GRAPHIC]
Session ONE
Session Two & Three = ACT TWO
Session Four = ACT THREE
This is something we see everywhere, in almost every popular movie or tv show– a character wants
something, they work hard and face challenges to get that thing, and finally succeed or fail– but always
change because of the journey they went through. Because of this, it’s often what players expect out of a
good story, even if they don’t know it. It’s what feels satisfying to us, because it’s the way we’re used to
seeing stories. We can utilize that expectation in our prep to make our work easier.
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Let’s take the example from our conversation in the previous chapter about our players’ backstories to
form our first arc. Given how much cross-over potential Maverick has between our players, he is going to
be our focus here, since that will give almost everyone a chance to have their backstories interwoven into
the story at the start. As a reminder from the example player’s backstories, Maverick is a snobby gnome
treasure collector who is a rival to Barnabas, and we’ve made the decision that Maverick is the one who
has stolen Astrid Galamore’s hand in marriage, even though she has been in love with our party’s bard
Jasper since childhood. Because Maverick is now residing in the kingdom with her, we’ve also decided
that he is forcing Jasper’s old mentor, Mage Yaro, to use his arcane powers to tap into the expansive
fungril network and hunt for treasure remotely.
The most important thing to keep in mind about Act One is that you want to use it to introduce a bigger
conflict the party will encounter down the road– give them a taste of what’s to come and draw them into
the arc’s story in a fun way. Using the techniques in the Preparing A Session section, you might end up
with something like the below:
Beat One: On their way to a new city, the party runs across the collateral damage left behind by elemental
creatures– something that tells Marigold that the people searching for her are close by.
Beat Two: As they arrive in a new city, they notice that plants have overgrown everything. They also meet
some kind townsfolk who tell them about the attacks on the city by plant creatures at night. Upon
inquiry, they’ll be taken to the place where the attacks are the worst– the University.
Beat Three: At the University, the students all know who Barnabas is– they’re studying his work with
bone runes. The headmistress, Amelia Rose, who is a big proponent of the work Barnabas is doing, takes
the party in and shows them what the plant creatures have been after: The Eye of the Strix, a massive owl
creature from the hidden island of Boga Tiren. Her parents disappeared searching for Boga Tiren when
she was a kid, and she’s spent her life trying to find where they went. If she can extract the memory of its
location from the Strix’s eye, then maybe she can figure out where they ended up.
Beat Four: Amelia preserved part of the plant creature that attacked. If they investigate it, Geffrin will
notice it’s using the fungril network to function, and is full of tiny mushrooms. If they connect to it, they
will notice flashes of a powerful mage controlling it.
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Beat Five: The plant creatures descend on the University. They must hold them back and defend the Eye
of the Strix. When Geffrin attacks the creatures or tries to tap into their fungril network, they get flashes
of the mage that become more clear. He cries out for help, looks like he’s in pain. Another voice echoes
through the connection, telling him to get to the eye. As the final creature goes down in battle, the party
hears the mage’s voice seep through it– the voice calls out to Jasper by a nickname only Yaro used to call
them.
Though the session may change from the prep you’ve done, and you may have to adapt some of this to a
different context than what’s above depending on what your player’s decide to do, the important thing
this first act does is that it sets up the rest of the arc. It creates questions for the PC’s to search after–
why is Yaro doing this? Why did he look scared? Who was that other person giving him orders? If it’s
somebody looking for relics, could it be Maverick? And also– what is Boga Tiren? Where is it? Why is it
hidden? These dramatic questions are all the things that drive PCs forward in a campaign. Finding out
what questions they want to answer next will push you into Act Two.
Once they’re off on this quest, act two is all about the complications that get in the way. And as you prep
for these next sessions, the complications should matter– they should be personal, and speak to the
themes and tone of the campaign you’re building together. If, for example, the party decides to head
north to the Gallamore Kingdom to find out what’s happening with Mage Yaro, we know they’ll be on the
road for a few days to get up there. It might be tempting to throw in a few random encounters with wild
animals, some people asking for help with unrelated issues, or some rolls to see how well they’re able to
survive the distant travel– but Act Two is all about the build up to a climactic finale. So what can we do
instead to make it feel like a story, rather than just time that’s passing before we get to the Gallamore
Kingdom?
We know Barnabas is searching for the legendary dragon Krugthar, and we’re likely going to have a future
arc (when the players are higher level) centered around it’s attack on Bloomfare (Marigold’s home), so one
option is to foreshadow that event on the journey to show the dragon’s power. Maybe we put a village
that has been absolutely decimated by fire, with massive claw marks dug into the ground, and the city’s
powerful mage killed. Those alive talk about an attack by a massive flying beast that disappeared into the
sun– something Barnabas will immediately recognize as Krugthar. But to give the players something to
act on now, maybe the beast had small companions or minions that leapt down into the city and are
creating havoc, or dragged somebody important into the forest, or have shapeshifted to look like normal
citizens. Depending on what kind of challenge your table enjoys, you can change what kind of encounter
this is.
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We also know from Geffrin’s backstory that if they stay somewhere too long, they will rot away everything
around them– perhaps we see the devastating effect that Maverick and Yaro have had on the
environment by growing lots of these plant creatures filled with fungus. They could have difficulty
traversing this broken land, and encounter the remnants of these twisted arcane creatures. This could
serve as a reminder to Geffrin of the place he decimated and the destruction he left behind. He could
have the chance at a bit of redemption here, or at least knowledge of this kind of blight that helps keep
his friends safe.
Another option to drive players forward might be to encounter an additional place where an artifact of
power has been successfully stolen by Maverick’s fungril creatures– but this relic is something that can
be consumed to steal another’s arcane power. Perhaps we decide this was the plan along, for Maverick to
use Yaro until he could absorb his magic himself. Even without knowing the full context here, this kind of
powerful object being in the wrong hands will likely push the PC’s to get to Gallamore Kingdom as fast as
they can.
Whatever the journey may entail, once the PC’s have reached the Kingdom to confront Yaro (and learn
about Maverick), we’re now breaking into the final act of our arc.
Though not absolutely mandatory, it’s also always a good idea to plan some sort of reveal, surprise, or
twist in this act– something that isn’t quite what it seems. These kinds of plot twists keep the players on
their toes and can make them excited to find out what will happen next. In the case of our current
example, we have a few twists prepared– Yaro is acting against his will, under the control of Maverick,
who has squirmed his way into the kingdom by marrying Astrid Gallamore, Jasper’s childhood love.
As we prepare this act, we should identify the questions we are going to answer– things like: “Who is
forcing Yaro into doing this?” and “What happened to Astrid?” It’s important to think through what
Maverick would do to keep himself safe and Yaro under his control. Perhaps he orders the King’s Guard to
attack the party when they enter the city, putting Jasper in conflict with the very people she grew up
with. Maybe the kingdom is locked down, the drawbridge pulled up, and the group has to find another
way in. Think about how you can create a last set of complications that ramps up the tension until the
final confrontation is inevitable.
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At some point, there will be a showdown between Maverick and the party. Maybe he still has Yaro under
his control and uses him as a weapon against them. Maybe he’s absorbed Yaro’s arcane power using the
relic he stole, and is now attacking the party with magic himself. Maybe he’s gone coward and is
attempting to flee with Astrid through a secret tunnel beneath the castle. Whatever it is, it should
probably be a big, exciting, and dangerous ending to the arc in a way that ties up some of the loose ends,
while creating an opportunity for more adventure in the next arc.
A Living World
One of the most exciting aspects of gameplay is having the world change as the PCs move through it. After
you finish each session, think about how the world at large has been affected by the events that unfolded and
what story beats in the future might reflect those changes. What NPCs have been the most impacted? What
adversaries or allies might come into the story because of what happened? Letting the story unfold naturally
based on what the PCs have done and showcasing how the world has changed because of their actions, both
good and bad, can remind your players that what they do in the game truly matters.
WHEN TO LEVEL UP
When your party reaches the end of an arc, that’s usually a good time to have them level up their
characters. All players should level up at the same time, following the Level Up guide specific to their
class. Ask them to reflect on what their character has learned in the previous arc and how it might have
changed who they are, then choose two options from the level up list. For more information about
leveling up, see “Leveling Up” in part 2.
If you are running a short campaign, you may instead have the party level up every other sessions instead,
or whatever cadence feels appropriate for your campaign length. This will accelerate the power growth of
your PCs, but also allow them to experience the full arc of their characters before the campaign ends.
GM GUIDANCE
Your PCs will have new abilities, spells, damage thresholds, experience, etc. so be sure to review what has
changed for them, and make notes about how to plan some opportunities for them to use those new
pieces of their character over the next arc. For example, if a PC has taken an ability that lets them
eavesdrop on conversations easier, you could start next session with an espionage mission that could
make use of that skill. If another PC has taken the experience “Animal Whisperer,” you may also want to
incorporate some wild animals that can potentially be tamed during the upcoming arc.
Additionally, review your adversaries for the coming sessions and adjust them to align with the level up,
especially if they need to be increased in tier. Getting familiar with what adversaries of the current tier
are usually built like will help you to improvise on the fly as needed.
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Locations
Daggerheart includes a number of locations for you to pull inspiration from, repurpose for your own
game, or use whole cloth. Each location has a number of themes that give you a high overview of what it
will be like, and is designed at a certain tier so that you have a campaign path built in if you’d like one.
Tier 0 is for Level 1, Tier 1 is for Levels 2-4, Tier 2 is for Levels 5-7, and Tier 3 is for levels 8-10.
Sablewood - Verdant, Serene, & Ancient - Tier 0 - A dense forest known for its bustling economy and
hybrid animals. Starts here.
Rime of the Colossi - Frozen, Desolate, & Haunted - Tier 1 - A hostile stretch of frozen wastes where
colossal metal limbs reach toward the sky while their bodies remain encased in the ice below. Starts here.
Gindalia - Opulent, Urban, & Haunted - Tier 2 - A fabulously wealthy city whose obsession with debt
haunts its citizens long after they've shuffled off this mortal coil. Starts here.
The Kinekozan Jags - Mountainous, Underground, & Strange - Tier 3 - A moving mountain where the
stone dances by day, slumbers by night, and the deep mines provide only questions. Starts here.
Themes
Below you’ll find a palette of themes to utilize when crafting locations for your Daggerheart adventures.
We recommend choosing 1-3 words to use as jumping-off points when you need to expand upon or build
a location, landmark, settlement, or faction whole cloth.
When building a campaign, you might choose or create locations that have overlapping themes in order
to preserve the verisimilitude of the world you’re playing in together. For example, the starting themes
above all share ancient or strange between them.
A city that is “verdant and serene” is very different from one that is “verdant and martial.” That difference is
made even more pronounced when “devout” is added to the themes. How would a militarized community
protect the forest home of their god vs. a quiet collection of worshippers that make a home in the remote
woods with little outside disturbance?
Aquatic - Abyssal, bioluminescent, briny, calm, endless, enigmatic, monstrous, navigable, overpowering,
peaceful, stormy, tumultuous.
Arid - Dry, golden, inhospitable, parched, remote, sunbaked, tranquil, unbroken, unforgiving, vast,
waterless, windblown.
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Desolate - Abandoned, conquered, desperate, expansive, hazardous, hopeless, lonely, polluted, ravaged,
ravenous, remote, weary.
Devout - Ancestral, ascetic, blessed, fanatical, heartfelt, isolated, obedient, pristine, restrictive,
sanctimonious, sincere, unyielding.
Frozen - Beautiful, bitter, bleak, breathtaking, brittle, crystalline, frigid, harsh, pristine, remote, stark,
uninhabited.
Haunted - Alluring, captivating, covert, cryptic, cursed, eerie, gloomy, harrowing, lethal, nightmarish,
terrifying, unfathomable.
Martial - Austere, dutiful, fortified, honorable, lethal, overbearing, regimented, safe, stoic, strategic,
trained, violent.
Mountainous - Alpine, barren, formidable, jagged, majestic, perilous, remote, rocky, scenic, towering,
unexplored, valuable.
Opulent - Artistic, comfortable, elegant, exaggerated, insatiable, lavish, privileged, stratified, superficial,
treacherous, vibrant.
Serene - Bucolic, communal, euphoric, harmonious, innocent, insincere, placid, quaint, quiet, riant,
specious, welcoming.
Strange - Devouring, ethereal, illogical, imposing, monstrous, paradoxical, playful, spellbinding, surreal,
uncanny, uncharted, weird.
Tropical - Balmy, bountiful, breezy, coastal, deceptive, flowering, infested, invigorating, teeming,
tempestuous, tranquil, vivid.
Urban - Bustling, efficient, industrial, innovative, labyrinthine, lively, multicultural, noisy, political,
rapacious, utopian, wrathful.
Verdant - Biodiverse, dense, feral, flourishing, fragrant, harmonious, hushed, picturesque, unrelenting,
unspoiled, vulnerable, wild.
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Sablewood
Verdant, Serene & Ancient
Tier 0
A dense forest known for its bustling economy and hybrid animals.
DISTINCTIONS
The Sablewood is an ancient, expansive forest where the trees are rumored to be older than the
Forgotten Gods, standing hundreds of feet tall. This dense wood is widely known, throughout the mortal
realm and many who visit are surprised to learn that the stories they believed were exaggerated legends
are, in fact, stark truths.
Endless Verdance
As far as the eye can see in all directions, and farther still, there is an endless verdancy. The canopy is so
thick that one often cannot tell if it is day or night, and those who travel through must be careful not to
lose their path. Anyone that moves through the treetops could easily make it from one end of the
Sablewood to the other without touching the forest floor. The soil of the Sablewood is notoriously dark
and fertile, and though it is a dangerous place, it is the welcome home of a number of communities and
creatures.
Hybrid Fauna
The fauna of the Sablewood are never quite what unseasoned travelers expect. Always a blend of two
familiar beasts, or even animals and elements, they operate in unfamiliar ways. These creatures range
from docile and friendly to territorial and aggressive. Many are larger than might be expected, by virtue of
their profoundly long lives. Some say the animals that live within the Sablewood are the emissaries of the
Forgotten Gods.
The Spires
Within the Sablewood there are a number of Spires with attendants that are granted the position any
time the previous tower tender dies, causing their signal fire to extinguish. To become a Spire Keeper,
one must run through the woods, entirely off of a known path, and make it to the unattended Spire to
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light the signal fire. No one knows the true job of these Keepers, only that someone must always reside in
each tower within the forest.
Well-Worn Pathways
The pathways of the Sablewood are worn so deep that they are sunken into the rich soil of the forest
undergrowth. Those who live on the edge of the woods will warn travelers not to leave the path, as those
who do never return and their bodies are never found. Maps leading through the Sablewood are handed
down through generations and are quite costly to acquire.
Underroot
Because the surface of the uninhabited Sablewood is dangerous, many people choose to live in the
network of subterranean tunnels carved in and among the roots of the Sablewood trees. Each community
keeps the entrance to their underground home secret, and many maps leading to Underroot communities
are coded.
GM PRINCIPLES
Make the world lush, vibrant, and awe-inspiring - The wood is full of life in all forms, every corner
occupied by strange and unusual creatures. What is terrifying is also beautiful, and the risk for such a
sight may offer incredible reward.
Show how the natural and the fabricated interact - Travelers must adapt to the wood, it does not adapt
to them. Those who live in the Sablewood must learn the rhythms of the trees and animals. In the end,
foresight and cleverness beat out brute force every time.
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Put the power of nature on full display - Nature knows no good nor evil, only need. The Sablewood is too
long established to bow to any power but that of the Forgotten Gods. There is neither guile nor guilt, no
blow withheld, or storm corralled.
LANDMARKS
Stories say that in the time of the Earliest Age, there was a fight between the Old and the New in the
place where the Sablewood now grows. During this battle, numerous portions of the Mortal Realm were
razed, and others were crafted afresh. One such craft is known as the Titans Steps, or the Pillars of the
Sablewood, that stand within the forest at variety of incredible heights. Some say one of the Forgotten
Gods was foiled in an attempt to craft a stairway leading to the Hallows Above.
The rocky cliffs of the formation stop neither plants nor creatures from climbing their height. Wooden
structures old and new cling to the rock with nets strung between pilars like cobwebs, while flying
creatures and massive beasts hunt within the reaches.
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The Lucent River
Common Modes of Transportation: Riverboats, many of which employ chameleon-crayfish to pull their
vessels by scurrying on shore or underneath the surface.
River’s Nickname: Lucy
The Lucent River cuts a luminous ribbon through the Sablewood, at parts deep and clear and other parts
rocky and tumultuous. It is the primary source of fresh water in the area, and may be one of the key
reasons the trees and plants grow so lushly. The common mythology of the Sablewood describes the river
as the everflowing tears of the Forgotten Gods, and once their true names are remembered the river will
run dry.
The waters of this river are famed for their healing ability, likely due to their moonglow. The alchemists of
Root’s Hollow brave dangerous portions of the wood to access the regenerative waters. In distant regions
Lucent Water sells for incredible sums.
Moonglow (Feature)
The Lucent River is so named for the soft blue glow it gives off when the moon rises, though the moon
itself is barely visible through the canopy above. This feature allows travelers to navigate by night and is
an excellent means for keeping time when the sun and the moon are not discernable through the trees.
The water of the Lucent River keeps its moonglow, even when removed and placed in other containers.
Eeligators (Threat)
The largest predator in the Lucent River is the Eeligator. They sleep in the deepest portions of the river,
but can travel both in the water and on the shore, making them a ferocious predator to combat. They
have slick skin covered in a number of spots that can be used to dictate their age, if the swimmer could
survive long enough to calculate. The large eggs of the eeligator are a delicacy in some portions of the
Sablewood.
Open Vale
Unique Flora: Sunfire Lily, a flower that only blooms once a year for eight days. It is harvested to make a
powerful hallucinatory tea.
Memory: Everyone who has ever entered.
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A perfect clearing within the middle of the Sablewood; no one knows why the trees will not grow here. It
is covered in a layer of particularly lush grass and receives an incredible amount of sun in comparison to
the rest of the thick forest. This meadow is resistant to farming efforts, and those crops that manage to
thrive grow in their own seasonal patterns.
The Open Vale is the site of numerous spiritual rituals, performed by a variety of communities that live in
and around the Sablewood. “The Meadow Demands Peace” is a common phrase, and fighting within the
bounds of the Vale is punishable by banishment in the wood—off train and without a map.
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Settlements
Hush
Village Leaders: The Faceless Six
Known for: Welcoming travelers with food and drink.
The small village of Hush sits nestled into the heart of Sablewood. It’s quaint and quiet, renowned for its
friendly residents who are accustomed to providing room, board, food, and drink for any travelers and
merchants who need a place to stop off during their journey.
Wards maintained by the Whitefire Arcanist keep the most dangerous animals from disturbing anyone
within the four dwarven-stone pillars assembled at the edge of town. This provides a haven for those who
wish to get a good night’s rest and fill their bellies with delicious food.
The Refuge
Local Habit: On-duty guards watching the Sablewood will spit over the wall if they believe something in
the forest is watching them in return.
Most Popular Drink: Fire Wine, a strong golden liquor that is not made from grapes.
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The first stop before entering the Sablewood from the east, or the last (grateful) stop if you’ve made your
way out after a journey from the west, this community considers itself to be the last bastion of
“civilization” before one enters the wilds. The large town is walled on all sides, and the townsfolk are
forbidden from entering the Sablewood.
In order to “stop the progression of the all-consuming trees” firewatchers burn the edges of the
Sablewood to keep it from growing beyond its bounds. The most devoted among the firewatchers speak
of their efforts like battles, and their lives like a war with the woods. Every so often, these arsonists do not
return to the Refuge after a day of burning.
Root’s Hollow
Legendary Beast: Hellbender, an ancient spider-mander known for its impeccable ability to sense
anything moving underground.
Combat Style: Citizens of Root’s Hollow are known to fight with sharpened shovels.
Although reclusive, there is a thriving Underroot community carved into the roots of the northern
Sablewood trees. Root’s Hollow is one of the few known villages within the inhospitable forest, but though
it is hard to get to, it is famed for its size. Few merchants know the locations of the hidden doors within
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the trees, but those that do make a fortune trafficking specialized potions and medicines from the Root’s
Hollow apothecaries.
Those who live in the deepest levels of Root’s Hollow must contend with the giant bugs that make their
homes deep in the ancient dirt of the Sablewood. Though Root’s Hollow is practiced at deterring the
centi-beetles and spider-manders, occasionally these mammoth crawlers destroy entire portions of the
underground village. Once they carve their way through the earth, people will use the giant tunnels to
form new portions of the village.
FACTIONS
Thistlefolk
Most Commonly Sighted: In the underbrush and bramble, off-trail.
Misconception: They are a rogue band of anarchists and criminals.
The Thistlefolk take up residence in the place where nobody else dares—within the thickest, thorniest
bramble of the Sablewood. They are known for wearing armored clothing made up of thousands of tiny
polished stones that have been cut to fit together seamlessly, like scales. This attire allows them to move
through the barbed thickets without being caught up in its tangle.
Because the only Thistlefolk who emerge from the seclusion of their hidden villages are often thieves
coming out to steal goods from unwitting travelers or sleeping merchants, they have received a
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reputation for being a syndicate of criminals. In actuality, most of the Thistlefolk are quite docile and
vulnerable, choosing to live within the safety of the bramble for their own protection from the large
predator species who stalk the woods looking for an easy meal.
Tumblers (Technology)
When approaching the tangles of thorny vines that grow along the shoreline of the Lucent River, it is not
uncommon to hear an ominous rattling coming from within. Though this scares many inexperienced
travelers who might think it’s a creature of some sort warning them to stay away, in fact, the sound
derives from the stone tumblers built by the Thistlefolk. They utilize the water’s powerful current to
tumble stones in the sentiment of the river’s edge until they are as smooth as glass. Thistlefolk must brave
the less dense underbrush to retrieve the stones, which can be cut and placed into their specialized
armor. The lapidary of each village is responsible for choosing and then cutting the stones that go into the
tumblers. They are said to have hands so densely calloused that they could catch the edge of a sword in their
palm without bleeding.
Principles
The Thistlefolk tend to be reserved and insular, focused on preserving the safety of their home above all.
Those who leave the safety of the bramble are viewed by some members of their community as brave and
others as foolish.
● The thorns only catch those who let them.
● “Look over your shoulder. You don’t know who you are leading home.”
● Combat the darkness of the world outside with the brightness of life within the bramble.
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NPCs
Proven Navir of the Sixspire Tangle, Stone Retriever [Wildborne Fungril, they/them]
Difficulty: 12
Quiet, Focused, Dedicated
Experience: Navigation +2, Engineering +1
Description: A small, rotund fungril with bulging eyes covered by goggles to keep them safe from the
thorns. They carry a bag twice their size when retrieving stones from the river.
Motive: Open a trade route with the Ninespire Tangle across the river.
Story Hooks
● A Thistlefolk stole something of importance from a merchant and they need help to get it back.
● The Wandering Briar has cut through a small village, decimating homes and causing them to
relocate.
● Three kids have gone missing after sneaking off to the abandoned Thistlefolk village outside of
Hush.
The Sable Sinecure got their name from years of joking by the fireside—for such a dangerous job,
accomplishable by so few, to look easy? Well that’s just a walk in the woods! This merchant's guild closely
guards their territory, in that they will protect any traveller that walks the Sablewood paths, rather than
try to run them out of town. In this way, they have an incredible number of members in proportion to the
size and danger of the region they transport goods through.
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The Sable Sinecure is home to the only merchants willing to transport their goods up the Titan’s Steps–as
the guild will guard any goods left or lowered to the forest floor so that the merchant might reclaim them
and go about their business.
Fire-falcons (Feature)
Cousin to the phoenix, but by no means immortal, fire-falcons are the preferred companions of the most
powerful merchants in the Sable Sinecure. They use the birds to fly the path ahead, both leading the way
with their natural light and signaling danger approaching. Though small, they are violent adversaries. Fire-
falcons will hatch only one clutch of eggs in their lifetime, and the locations of their nests are a closely
guarded secret.
Principles
The Sable Sinecure does not have a written code of conduct but rather operates by an unspoken code of
ethics.
- “All goods to the highest bidder, even death pays our price.”
- One must make reasonable efforts to protect those around them. This does not extend to anyone who
strays from the well-worn paths.
- Do not sell that which was not earned. Gifts must gifted anew.
NPCs
Helena Corain [Ridgeborne Human, she/her]
Difficulty: 12
Straight-shooter, Affable, Brave
Experience: Climbing +3, Strike a Deal +2
Description: An elderly human that free climbs the Titan’s Steps to collect mountain crab eggs to sell.
She’s not from around here but commands more respect than most locals of the wood. She can get free
lunch just about anywhere she goes.
Motive: Reach the top of the Titan’s Steps.
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Will Scild [Wanderborne Galapa, he/him]
Difficulty: 15
Unphased, Dry, Fair
Experience: Merchant +2, Retaliation +7
Look: A Galapa of indeterminate age. Though he moves slowly through the Sablewood with goods of
exceedingly high value, no one dares disturb his journey. He carries no weapon, but he is known to toss a
small stone back and forth between his hands.
Motive: Find the lost treasure rumored to be in Cradle of the Forgotten Gods.
Story Hooks
● A traveler just ahead is attacked by raiders that come down from the trees. They scream for help.
● Members of the Sable Sincecure come to a party, asking for volunteers to join the guard of a
particularly precious cargo they’re carting through the Sablewood.
● Claiming a nest of recently hatched fire-falcons perched high in the Titans Steps has become the
only goal of every member of the Sable Sinecure, and they’ll kill anyone who stands in their way.
Resources
1 A friendly merchant invites you to their fire 1 A merchant’s cart overturned, wheel spinning,
and shares a story. only viscera left behind.
2 A map of the Briar, only slightly torn. 2 The snapping of twigs directly behind you.
3 A fox-bat takes refuge within your coat for the 3 The wind roaring through the canopy, in its
evening. echoes reverberates your name.
4 A young hunter arrives back in town carrying 4 A set of animalistic eyes watching from just off
her first kill. the path, waiting for the perfect moment to
strike.
5 The standing stones of the Forgotten Gods 5 Thistlefolk bandits cutting coin purses and
glowing many shades of blue. disappearing into the underbrush.
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6 A tree branch reaching down to catch you 6 A tiger-elk tearing its prey limb from limb.
from falling.
7 A harvest of fresh twilight plums, ripe and 7 A wicked smile, then a hand snuffing out your
pungent. lantern.
8 An ancient wooden chest buried beneath 8 Skeletons skewered on tree limbs, old tatters of
hundreds of years of overgrowth. clothes blowing in the wind.
9 A Spire being ascended by its keeper, their 9 A pit trap covered in leaves, hungry for its
nightly hunt over their shoulder. next victim.
10 A lively marketplace full of handcrafted goods 10 A tangle of thorns dripping with fresh blood
and freshly baked pastries. slowly absorbed.
11 An ornately decorated carriage pulled by a 11 A shattered sword left behind in pieces, its hilt
fleet of goat-horses. grown over in moss.
12 Endless drinks poured over merry music and 12 Massive trees uprooted and thrown by
hearty laughter. something enormous.
Rumors
Every spring there is a part of the forest that expands six inches in radius, consuming the wider
landscape. In one such expansion, a rare weapon known as the Sableblade grows from the ground.
An ancient faerie lives in a small cottage deep within the woods. It is said she will accept items of value in
exchange for something the visitor is seeking. Her definition of “value” is unique.
While digging out their tunnels, Underroot communities found massive stone strongholds buried deep
within the ground with no clear way to gain access inside.
If you fall asleep in the Sablewood without a campfire, you wake up in a different place than where you
fell asleep.
Ember Lake, on the western side of the forest, is a hot spring lake heated by the still-burning forges of the
Forgotten Gods.
If a creature you encounter has an extra eye on the back of its neck, it was captured and released by the
Glimpse, a Faint Divinity covered in eyes who cares for injured animals in the Sablewood.
Equipment
Sableblade - Agility Melee - d10 (phy) - One-Handed
Feature: Ancient Power (Mark stress before a damage roll to increase your damage total by +3.)
Primary Weapon
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Eeligator Scale Shield - Finesse Melee - d4 (phy) - One-Handed
Feature: Sharp (Add +2 to your armor score, add +2 to your damage rolls.)
Secondary Weapon
Items
Returning Stone: This small stone can be placed anywhere, and will teleport to your hand under one of
the following conditions: somebody comes within close range, somebody within very close range is dealt
damage, a certain amount of time passes, when you speak a keyword.
Ward of the Whitefire Arcanist: A carved figurine in the shape of a humanoid. While carrying this in the
Sablewood, it gives you +1 to your Evasion.
Sableleaf Shoes: A set of shoes sewn out of the leaves of the Sablewood trees. They are light and flexible.
Wearing them lets you spend Hope to take advantage on agility rolls while in Sablewood.
Consumables
Bugbane Berry: A delicacy among the residents here, this is a large, red-orange berry with a small insect
floating in its center like a pit. When consumed, it provides resistance to magic damage until your next
short rest.
Sable Sap: The sweet sap from the Sablewood trees can be drizzled over food or eaten by the spoonful.
Once per long rest, when you have a calm moment to consume this, you may clear two stress.
Vial of Briarpowder: Made from shaving thorns of the Wandering Briar, when used on an enemy, it
inhibits the clotting of blood. After coating a blade with this powder, the next successful attack you deal
one additional hit point.
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Adversaries
Bull-Frog
As large as a standard bull, but three times as powerful, this horned beast is most dangerous due to the speed
and height at which it hops at its attackers. Its skin is smooth and warty, and its natural green and brown
camouflage allows it to blend in with the trees of the Sablewood to deliver a surprise attack.
Bull-Frog - Standard
Motives & Tactics: Leap Out of Danger, Spear with Horns, Strike with Tongue
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Strix-Wolf
Strix-wolves are one of the most populous predators of the Sablewood. They hunt in packs, equally fast on
land and in the air. Their heads can turn 270°, which grants them impeccable tracking capabilities, as they
can follow sight, sound, and scent with ease. Strix-wolves prefer to hunt at night when their prey is at a
visual disadvantage and are best detected via their musical call.
Strix-wolf - Skulk
Experience:
Powerful Senses
Tracker +4
This creature ignores the Hidden condition on anyone within close
range.
Relentless (2)
The Strix-Wolf may activate twice in a GM move (this still takes 2
tokens)
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Eeligator
Adult eligators can range in size from as short as one foot up to forty feet in length. As far as anyone knows,
eeligators will continue to live and grow unless killed, and they seem to possess unique healing abilities. The
scales and teeth of this river monster are exceptionally tough, and are used to craft unique weapons to use
against the creatures themselves.
Eeligator - Solo
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Rime of the Colossi
Frozen, Desolate, & Haunted
Tier 1
A hostile stretch of frozen wastes where colossal metal limbs reach toward the sky while their
bodies remain encased in the ice below.
DISTINCTIONS
The Rime is a vast stretch of frozen wastes, bordered by impassable mountains and accessible only by sea
at certain times of year. It’s a place unwelcoming to most life, as resources are perpetually tight and
weather conditions are rarely better than terrible. Still, life seems to have eked out a stubborn existence
among frigid winds, ice-boring chaldworms, howling wraiths haunting the ice pack, and the limbs of the
mysterious metal colossi encased in hundreds of feet of ice.
Infinite White
This is not a place of verdance and really only comes in three varieties: Rocks, thick ice covering rocks,
and snow covering thick ice. It’s mostly flat, a great white plane extending to meet a gray-white sky, the
horizon blurred. It’s often hard to orient without a compass due to the lack of topographical variance and
visibility destroying blizzards that are more common than not. Travelers have described it as being not far
off from the blasted, empty wastes of the Circles Below just much, much colder.
Dangerous Survivors
From the fauna native to the Rime, to the hardy folk who adopted it as their home, it takes a certain type
to survive in this climate. Predators hunt for hundreds of miles to get their next meal, and won’t part with
them easily. Similarly, settlements out here are hardscrabble and community-minded. Sickness and
weather make no distinction between who lives or dies. Because of this, everyone and everything that
lives here has hardened to acclimate. Most folk know how to jab a spear in the spot that hurts, and the
animals are cunning and lethal hunters.
Colossal Limbs
The titular namesake of these frigid badlands. Throughout the Rime explorers and travelers will stumble
upon pockets of warmth and calm. Places where the temperature is balmy and the weather is tolerable.
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The unifying quality is that they’re all near one of the myriad metal limbs, appendages, or heads poking
out of the ice. All seeming to reach towards the heavens. Each belongs to a metal colossus that is
hundreds of feet tall and buried in solid ice. Despite the warmth they radiate, the ice around them is no
less solid or cold. No one knows their true origins, if they’re alive, or what they’re reaching for.
Cryomantic Beautification
Travelers braving the Chaldwastes have returned with reports of exquisitely sculpted statues of ice and
snow that seem to defy the laws of nature. Often attributed to the same weirdness as the Colossi, the true
artists are a sect of druids known as the Cryomantic Assemblage. Their ancient charge was protecting the
beauty and sanctity of the Rime. With such a harsh and unforgiving climate, few despoilers find the risk
worth the meager reward. So they took the beauty aspect to heart and began to dot the landscape with
these Cryomantic Assemblages. Any who disturb or destroy these works of art will be met with swift,
frigid justice.
GM PRINCIPLES
Embrace the beauty in desolation - Most think of lush forests or jungles when picturing nature’s majesty.
But the stark emptiness of a seemingly lifeless ice field, or a remote glacier pushing into the ocean come
with a special beauty all their own. It’s the beauty of the bleak and barren but also of tenacious
endurance. Every animal that thrives here and every plant pushing through the tundra are miracles of
their own making.
Make clear that survival is a struggle - The desolation is punctuated by the stark reality that most things
that are living in this climate will soon be dead. The nights are colder than imagination can comprehend,
and days are only marginally better. Food of any type comes at a premium in trade, or requires
specialized skills to hunt or gather. Resources for building are scarce, so civilization’s hold here has been
and will continue to be tenuous at best.
Define how nature’s harsh indifference has shaped life here - The people of these climes are a hardy
and resourceful folk. No where else in the realm can you see rations stretched further, or more creative
uses for traditional supplies. Travelers to these frigid climes will find folk are wary of outsiders, but
should they make a true friend it will be one for life. Survival is paramount, and those not helping that
cause are probably working against it.
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LANDMARKS
Icecage Passage
Number of Unsuccessful Attempts to Chart Passage via Ship: 134
Number of Survivors That Have Returned from Unsuccessful Attempts: 3
Sailors and traders have looked at the frozen seas for years, hungering for a faster way around the
continent. The Icecage Passage perpetually tempts them as they calculate costs and travel time, easily
able to shave off weeks at sea. But it’s not without its pitfalls. To start, one needs a specialized icebreaker
vessel to even hope to pass through. Second, no one has been able to properly chart it with as the
topography changes with the whims of the sea ice.. Even if progress is made, it’s impossible to turn back
as the ice seals the path behind them every night Running out of supplies is one of the more common
ways crews have been lost… And there are things out in the ice floes worse than any natural danger.
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The Rimegrove (Settlement)
A small forest of trees made of ice, with a canopy of fresh snow, that skirts the borders of the
Chaldwastes and the ice pack of the IcecagePassage. In the heart of this crystalline forest is a small walled
enclosure full of huts, above a small network of tunnels that pop up throughout the forest. While they can
be found all over the Rime, this place is the home of the druids of the Cryomantic Assemblage. They do not
appreciate outsiders entering their grove, but have been known to entertain invited guests with shows
featuring live sculpting and sweet delicacies made from flavored ice.
The Chaldwastes
Worm Runs: Local hunters can often be found partaking in fiercely competitive group hunts to take down
roving clews of chaldworms.
Beautified Landscape: The Cryomantic Assemblage has used this flat, bleak landscape as a blank canvas
and filled with icy wonders beyond compare.
What most folks picture when tales are told of the Rime. Flat, endless, white wastes cut through with
frigid winds and blistering cold. Those stories are true, but they don’t paint the whole picture. Massive
metallic heads, outstretched arms, hands, fingers belonging to the myriad of colossi dot the landscape
and create pockets of warmth making travel conditions just a hair below unbearable. Pair this with the
frozen statuary that peppers the ice and the right vista affords one of the most breathtaking views this
realm has to offer… on the rare day a blizzard isn’t raging across it. Conversations between friends have
been cut off mid sentence, only for the other to discover their traveling companion fell down a
chaldworm hole.
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The Cryoclast (Location)
Surrounding a large mining encampment, built over an exposed vein of platinum, are six humanoid
skeletons clutching staves and made entirely of solid ice. The encampment is the size of a small village,
complete with a clockwork mining rig, storage warehouses, company housing, store, infirmary, and the
people who live and work there. To say it’s all frozen is an understatement. Everything has been changed,
on a molecular level, into ice. There is no flesh or wood or iron. Nothing but solid ice. It’s haunting to pass
through this place, doomed for their trespasses against the Assemblage. Every detail is preserved perfectly:
the pores on someone’s nose, each individual beard hair, the slight warping of the wood on the side of a
house, the intricate cog-work of the drill.
The Blood Glacier is always a disturbing sight to come across when leaving the Chaldwastes, a crimson
stain on a canvas of pure white. Situated at the edge of a mountain range at the far end of the Rime. This
glacier is a craggy mix of black rock and red ice, as runoff from the glacier pools like blood in the snow.
Because of its macabre appearance, most locals avoid the place, considering it cursed.
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Awaken the Giant Countdown
A consequence for a miss can always be a mark against the countdown.
8 - Nine mysterious figures appear around the ferrous giant, chanting.
7 - Arcane runes and symbols light up the sky around the falls.
6 - Gravity begins to act strange around the falls as the figures bodies dissolve into liquid.
5 - A new star appears in the sky… no. A moon. The sun does not ascend that morning.
4 - The moon descends into low orbit, held aloft by thirteen wings.
3 - The moon warps, turning into a giant head from which it extrudes a proportionate body.
2 - The moon person pulls the spear from the giant, ascending back into space, disappearing.
1 - The iron skeleton awakens, its organs sprouting as sinewy flesh regrows over it. Skin callusing as the
sun, rising again, passes over it.
0 - Fully reformed, the impossibly tall colossus pulls itself into the sun, curling into a fetal position inside
its cosmic womb.
Settlements
Rimelock Bay
Severe Markups: Merchant’s and explorers wanting to cut through the Icecage Passage will find the price
of goods soaring.
Worm Meat, Four Ways: Chaldworm hunters often return here to preserve, process, and sell the meat,
oil, and carapace from the worms. When a successful worm hunt coincides with a provision shipment
there’s always an impromptu town-wide cooking contest.
The biggest settlement in the region and really the only place with frequent visitors. Situated at the
mouth of the Icecage Passage, a half-ring of basalt pillars, rising hundreds of feet tall juts out into the
water, creating a large and welcoming bay free from rough waters and easy to keep clear of ice. It’s often
called the last stop before the pole, as it's the first and last spot anyone is able to reliably resupply in the
Rime. It’s a safe community that watches out for its own and doesn’t have a watch. Criminals are dealt
with swiftly, often bagged and left out in the Chaldwastes to fend for themselves with only a blanket, flint,
and a handful of jerky. The locals here get on well with the nearby Assemblage, leaving them be and
respecting their art by appreciating it from afar.
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Quentin ‘Qube’ Hubert, Frigid Wizard [Ice Elemental, he/him]
Difficulty: 16
Curious, unassuming, good-humored
Experience: Ancient History +1, Forbidden Knowledge +2 Magical Knowledge +2
Look: A block of solid, polished ice who can crush a portion of itself to form a face and limbs. He wears a
bright yellow toga, wrapping around what would have been one of his shoulders if he had any.
Motive: Exploration. Qube was once a mortal man. But by discovering a powerful, frozen, and eldritch
tome, managed to turn himself into an ice elemental permanently. Which suits him, honestly, as he uses
his new form to explore the furthest reaches of the Rime.
Krulhatch
Fish Focused: Visitors to Krulhatch better have a taste for fish, because they aren’t likely eating much else
around here.
Harder Partiers: Despite the harsh conditions, the folks who call Krulhatch home are a boisterous bunch
who love an excuse to party.
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A town situated at the outer reaches of the Chaldwastes, built on stilts atop a lake frozen all but two
weeks out of the year. The lake below the small village is home to a unique fish that returns once a year to
spawn in its unfrozen waters. The types of folks it attracts are those that loathe civilized society… or
those that civilized society has summarily rejected. The families that rule the town are more like loose
knit clans, composed of both blood kin and not. It’s hard living here, but those two weeks when the fish
spawn make the rest of the year all worth it.
Krulfish (Feature)
A bullet shaped fish about three feet long with iridescent orange scales and knifelike spines on their tails.
It gives off one of the worst smells ever smelled, but the gland can be removed making processing it much
more tolerable. The Krulfish wine, smoked jerky, and pickle exports support the entire community. The
oil from the fish is both flammable and pyrophobic, a valuable alchemical component. Foreign Krulfish
orders are put in years in advance, in hopes of getting a delicious cut of the action. In such demand that even
kings and queens have had their orders turned down.
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Family Champions (Feature)
Each family team is led by a champion. These champions are responsible for the performance of their
team that year, and their decisions make or break their chances of victory. A mostly ceremonial win, but
one that gives the winning family first press and pick on the krulfish goods they will sell. From where to
position the nets, to leading the harvest pull, to choosing competitors (or participating themselves) in the
feast games, it’s a position with a lot of inherent pressure. Families are very fierce about their internal
selection process every year, as one bad champion can send their annual haul into a spiral they may not
recover from.
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Klim Lanz, Stray House Champion [Slyborne Elf, he/him]
Difficulty: 14
Cunning, unscrupulous, nasty
Experience: Bandit +2, Feigned Incompetence +1, Intrusion +1, Spy +1, Witty Repartee +1
Look: Unkempt mountain of a man, with arms like tree trunks.
Motive: His house holding the crown means first tap on all fish oils and wines, which always go for the
highest price. He doesn’t care what happens to Krulhatch, only what he can extract in the short term.
While there is always a tent, or small cluster of shanties that form around the myriad limbs of the metal
colossi, Silver Salvation is the only town that has managed to last. Situated in the middle of the
Chaldwastes, the founders of Silver Salvation discovered a colossus that was surrounded by tunnels bored
through the ice, all around its body and descending down to its waist. What’s not known to the folk who
make this home is it was one of the first excavation sites, carved into the ice by the Ramiform Ecclesiarch
Network, and where they found the first Prophetic Discs. Long abandoned, and for reasons the Network
refuses to discuss, it has become a bustling community complete with a small underground ice farm,
courtesy of the Assemblage, who keeps a watchful eye on this place.
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agreed to report any strange visitors seeking artifacts, cracks forming around the colossus, and not to dig
any deeper around it. While the folks who call this place home are not inherently suspicious of visitors, their
deal with the druids forces them to report on anyone entering and leaving.
FACTIONS
A loose knit group of powerful individuals who call themselves Ecclesiarchs, seek to quash the evils of this
realm and bring about a new age. But their methodology is strange at best… and downright eldritch at
worst. They base their beliefs around the writings from a disc made of a metal not found in the Mortal
Realm. Through careful study of ancient texts and prophecy they created a translation cypher and
extrapolated their core beliefs from there. They have fingers everywhere, seeking out powerful sources of
magic and sites of ancient prophecy. Their search has become unified for the first time in many years,
converging in these ice blasted plain to find… something.
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surrounding the colossi, along with Silver Salvation are all the results of abandoned Network excavation
sites.
Principles
As the Ecclesiarchs are as varied as they are distant from one another, there are very few guiding
principles, but below are a few of the translated lines of prophecy that seem to guide their hand and
thoughts.
● “The New Age, birthed by the benevolence of the Ecclesiarch…”
● “ The fallen giant, sanguine and ferrous, holds the key. It must be made whole again…”
● “Call forth the moon above the land of unshed blood that always falls, only she can unpierce the cold
heart of the realm…”
NPCs
Varlan Borillos, True Believing Ecclesiarch [Slyborne Daemon, he/him]
Difficulty: 14
fanatical, compassionate, immovable
Experience: Wisdom of the Centuries +2, Divination +1,
Look: Practically but impeccable, with everything showing the newness and quality of the material and
make.
Motive: This realm holds so many evils… The prophecy states that by becoming the living vessel for
change they can start the mortal realm anew, washing away the sins of the previous age. So why shouldn’t
they?
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Story Hooks
A clade of crymantic assemblers guards an esoteric tablet he requires for one of his rituals but their ice
fortress is seemingly impenetrable. Varlan needs a large supply of Worm Oil in order to get in.
Oskar needs assistance in breaking an ancient language cypher that may reveal key points of prophecy
they’ve yet to unlock.
Dara has heard of a village at the far reaches of civilization reliant on a special kind of fish. She needs a
champion so that she may assume the crown of the Spawnarch and, presumably, control the village’s
trade.
Rimeblood Orphans
Genuine Heroes: It’s often hard to tell who the real “heroes” are. These folk are. Rarely staying in one
place for too long, the Orphans wander the Rime searching for those in need.
Life of Service: Almost all of the Rimeblood Orphans began their training as children, but are not forced
to continue as adults. Almost all of them choose to.
Settlements collapse, settlers go missing, travelers fall victim to chaldworm attacks... What unifies all of
these is that the children traveling with these folk had no choice in this matter. Losing one’s parent to a
misguided hunt, or a botched supply run is all too common. The Rimeblood Orphans are a group of
wandering do-gooders who were all once victims of similar circumstances, childhood orphans who lost
their parents for reasons beyond their control. No one knows how they started, but the Rimeblood
Orphans continue their good work of rescuing lost, abandoned, and orphaned children in the wastes. If
they have no kin to reconnect with, they are taken into their order and fed, housed, and trained in the
ways of the Rime. They serve under a mentor until they come of age after which they are given a choice.
They can leave and make a life of their own, or they can stay and continue their good work: serving and
protecting the lost children of the frozen wastes.
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Rimeblood Charity (Feature)
No Rimeblood Orphan pays for food or lodging anywhere in this area. The locals know who they are and
what they do, and it’s become a long standing tradition to offer room and board to any who ride into town
regardless of if they have children with them or not. In turn, the Rimeblood Orphans hold it sacred that
they must be consummate guests. Even the gruffest and most misanthropic among them turn into
charming guests, swapping stories, songs, and life lessons for their meals and board.
Principles
There is nothing written in stone, or ice, about the way a Rimeblood Orphan should or should not behave.
Instead, these lessons are passed from mentor to initiate over multiple cycles, so much so that they may
as well be permanently engraved somewhere.
- “Never forget that one guaranteed life saved is worth a dozen possible lives if it means you can still
rescue someone tomorrow.”
- “Extend the same charity extended to us when hosted. Leave the bitter cold that surrounds your
heart with the bears, and open yourself up to the warmth of companionship and friends.”
- “Every child deserves a choice. Arm them with the knowledge and skills to choose their life’s
direction. Even if it diverges from ours.”
NPCs
Nicto Greel, Silent Savior [Wanderborne Drakona, he/him]
Difficulty: 12
Stoic, Focused, Mute
Experience: Wrangle +2, Navigation +2, Quartermaster +1
Look: Ebony of scale, tall and wide of build. His face is covered with lacerations. He’s old, and been at this
a long time.
Motive: Save whole families. Nicto doesn’t care to mentor anyone, and endeavors to rescue families along
with their children.
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Gunge Halfjaw, Worm Bait [Wildborne Goblin, they/them]
Difficulty: 14
Thrill seeking, Brave, Selfless
Experience: Ambusher +2, Keen Senses +2, Tremor Sense +1
Look: Encased in worm carapace armor, his pale orange skin contrasting nicely with the gray-blue of the
worm-shell. Half his jaw has been replaced by wormbone scrimshaw.
Motive: Keep the wormways safe. They’d rather prevent tragedy to begin with, so they focus their efforts
in the Chaldwastes where chaldworms are most frequent.
Story Hooks
A caravan, composed of four families, destined for Silver Salvation didn’t cross the third checkpoint and
some fear the worst.
The runaway child of a monarch has gone missing out in the wastes, and a hefty reward will be bestowed
on whoever can reunite him with his family.
In defiance of regional custom, a small outpost in the Chaldwastes is refusing to grant charity to passing
Rimeblood Orphans. The Orphans seek no repudiation, just an outsider to figure out why and report back.
Resources
1 A clear, crisp, blue morning. 1 A blizzard so thick it blots out the sun.
2 A warm fire after a cold day. 2 The ice rumbles and cracks beneath.
3 A huddle of penguins waddles past on the way 3 Unholy howls drift onto land from the icepack.
to a fishing hole.
4 A swig of fine whiskey to warm the bones. 4 A body whose blood is drained and frozen in a
macabre sculpture above it. A warning.
6 Fresh catch roasting on a nearby fire. 6 A maul of snow bears taking down a supply
sledge.
7 A group of hunters bring down a massive ice 7 A corpse, frozen and preserved for many
worm in the distance. years.
8 The sun sets, painting the white landscape in 8 A Rimeblood Orphan gently explains to a child
vivid pinks and oranges. what happened to her parents. She weeps.
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9 The howling wings abate, giving purchase to 9 A roiling blizzard moves in quickly from the
peaceful silence. horizon.
10 A raucous mead hall, full of celebration and 10 A distant avalanche grows closer and closer
song. still.
11 Ice sculptures, whose craftsmanship is beyond 11 A group of frozen poachers, each in their own
compare. personal column of ice.
12 A lost child reuniting with their parents, their 12 In the distance, a ship is crushed into splinters
rescuer nearby. by the shifting icepack.
Rumors
Someone is attempting to sabotage the nets during Krulhatch’s Spawnarch festival. The town elders need
someone to investigate it quietly.
A mysterious group has been excavating a frozen colossi for unknown reasons. Some of the locals are
scared of what could happen if the colossi gets fully uncovered.
The Rimeblood Orphans aim to take down an ice dragon that destroyed a small outpost in the
Chaldwastes, and are seeking some extra hands.
Locals say that sleeping next to a colossi results in terrifying dreams. Some tell of a moon becoming a
face. Others of a sun cracking open like an egg. Some even say they’ve seen metal giants wade through
seas of blood and fire in their nightmares.
A merchant in Rimelock Bay was thrown in jail for selling tainted rations to an icebreaker frigate
attempting the Icecage Passage. The Magistrate wants to make it right, and send a supply run of food to
the ship… but it’s likely trapped deep in the Haunted Icepack.
Equipment
Rimeshot Crossbow - Agility Close - d6 (magic) - One-Handed
Feature: Iceburst Bolts (Mark a Stress before an attack roll to also attack any other creatures within melee
range of the target.)
Primary Weapon
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Items
Pocket Fire. The magic isn’t actually the fire, but rather the small square of magically treated cloth that
it’s wrapped in. The flame can be removed from the cloth and placed on flammable material to instantly
create a small campfire that lasts up to 8 hours unless doused. The cloth can be used to grab a handful of
fire to be stored for future use.
Icesight Goggles. Many beasts of the frozen wastes use the ice and snow as camouflage. These goggles
detect minute heat signatures in blood and breath while also sharpening focus and giving a more detailed
view of the monochromatic landscape, giving advantage on instinct rolls when in icy climates.
Friction Boots. Heavy, warm boots with fantastic ankle support and magically attuned soles that adjust
the friction to adapt to difficult surfaces of all kinds. The wearer is immune to slipping and falling on
hazardous surfaces, and has advantage on rolls to keep themselves from being moved against their will.
Consumables
Hunter’s Ice. A small tab of black ice that, when placed under the tongue, lowers their body temperature
to the same as the air around it, making detection by temperature impossible and renders them immune
to the effects of extreme cold weather for the next 8 hours.
Ice Mansion. A tightly packed snowball that upon closer inspection is covered in complex creases and
lines. When thrown it unfurls creating a large shelter made of ice. Inside is a bed, a cook pot, and some
fur blankets. It can safely house up to 4 people for a long rest before it collapses into powdered snow.
Worm Oil. Excreted and distilled from the heat glands of the chaldworms, this oily substance can be used
to coat an object or small area. Once applied, that object or surface is superheated, dealing 2d6 magic
damage to any creature that touches it for the next hour. It will rapidly melt any ice it is pressed against,
allowing creatures pushing or holding a superheated object to move at half speed through solid ice.
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Adversaries
Chaldworm
A dangerous reality of hunting in the frozen climates, as well as a well kept secret delicacy enjoyed by those
that live on the fringes of the realm. They are armor plated, with a large, thick, spade-shaped plate covering
their heads. They can secrete an oil from a specialized gland that coats their armor, super heating it,
enabling them to rapidly travel through solid ice and strike their prey from below. These massive worms,
when felled, provide a delicate meat, powerful glandular oil, and armor plates that can be formed into fine
shields with the right crafter.
Chaldworm - Ambusher
HP: 6 Superheat
Spend Fear to secrete oil from its glands and superheat its headplate
Stress: 4
for the next hour. It glows white hot, dealing an additional 1d8 magic
Experience: when it uses Thrash. The Chaldworm can only use its other abilities
Stealth +3 superheated.
Tracking +1
Tunnel
While superheated, the Chaldworm can move through solid ice at a
rapid speed. It leaves a large tunnel in its wake.
Ice Breach
While superheated, mark a Stress to accelerate rapidly while under a
target, bursting out of the ice and launching them into the air. As the
ground rumbles, the target must first make an Agility (14) reaction roll
or be made Vulnerable. Then, as the worm bursts out of the ice, it
makes a melee attack with a +6 attack modifier. On a success, the
target takes 2d10 phys and 1d10 magic damage, and is thrown into far
range.
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Cryomantic Assembler
When exploring the frozen poles, travelers have whispered tales of impossible and beautiful sculptures
and structures formed from ice and snow. These are the work of cryomantic assemblers, an ancient
druidic order dedicated to preserving this desolate landscape. But the truth is… nature sort of deals with
its own problems up here. So there isn’t much for them to do besides beautify. But when called upon to
defend their works, they do so with the abandon of an artist in the throes of creative inspiration.
Frigid Detonation
Mark a Stress to choose up to 3 living ice constructs to detonate. Each
one does 2d6 direct magic damage to all creatures in close range that
are not living ice or cryomantic assemblers.
Icepack
Spend a Fear when 3 or more living ice are adjacent to an enemy. The
target is restrained as the living ice grows over them. At the start of
their next turn they must use their action to make a Strength (14)
reaction roll or become frozen solid. When frozen solid they are
incapacitated and cannot move, act, or speak until someone breaks
them free.
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Icepack Graveship
Sad tales tell of exploration vessels lost to the unfeeling and dangerous icepack of the frozen seas.
Whether they charted it for fame or trade they all ended the same. Starving, crushed, and frozen. These
graveships are their terrifying legacy. Their business unfinished, the entire crew becomes a necromantic
vortex that possesses the entire ship as a singular being, and transforms it into a macabre mockery of a
giant humanoid form made of ship parts.
Skeleton Crew
Whenever the graveship takes HP damage it knocks loose one skeleton
dredge.
Ship Shape
When the graveship has 3 or less HP available it can mark a Stress to
reform into a ship to quickly escape. It cannot attack but can move
quickly across and through solid ice, leaving a wake of broken ice
chunks behind it. Difficult to follow, easy to track.
Soul Shackle
Creatures with a soul that are killed by the graveship or its crew are
added to its roster and unable to be revived until the graveship is
destroyed.
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Gindalia, City of Obligation
Opulent, Urban, Haunted
Tier 2
A fabulously wealthy city whose obsession with debt haunts its citizens long after they've shuffled off this
mortal coil.
DISTINCTIONS
Gindalia’s rigid class system allows for little in the way of upward mobility. A sprawling and bustling city
carved directly into the side of a sheer cliff overlooking a lush valley, rich in veins of unique metal that
attracts spirits like a magnet. When refined, this metal can store souls indefinitely. This is not a place for
people who adhere to more traditional moral frameworks. Excess and avarice are held up as prime virtues
alongside fortitude and hard work. The class system is enforced very seriously by those with a vested
interest in preserving power.
Power of Capital
Nowhere is the power of the coin more apparent than Gindalia. Between its influential banks, the
immortal Debtguard that walk its walls and patrol its streets, and its vast disparity between the rich and
poor, this is one of the best places to live for the wealthy. Magnates populate the highest levels of the city,
and represent legacy wealth and wield unmatched power in Gindalia. Merchants, financiers, and wealthy
entrepreneurs make up the Mercentalia. Below them are the Essentialia, which is just propaganda-speak
for ‘laborers.’ Finally are the debtors, or insolvents as they are referred to, whose arrears follow them long
after death.
Political Parties
Lavish balls, treacherous masquerades, and decadent carnivals all serve to delight and intoxicate the
senses, on the surface. It’s not in the halls of any senate but rather the drawing rooms and grand balls of
the elite. Here politicians shake hands with bank owners, who are in turn whispering advice into the ears
of military commanders, who can strong arm merchants, and the chain goes on and on and on.
Appearances are paramount here, and fashion is as much a weapon as it is a statement.
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City of Splendors
Expensive furniture, exotic pets, and lavish decor are all commonplace in this nexus of wealth. Fine dining
is easily accessible to those who can afford it. High fashion and art galleries can be found in ample supply.
This city caters to the wealthiest of the wealthy, and anyone with substantial coin who’s willing to flaunt it
will blend in quite nicely.
Debt Weight
Pneumatite, the spirit caging mineral this cliff face is known for, has birthed one of the most exploitative
practices the city is known for: Death Relief When a person of any class dies with debt to the state
remaining, they are bound to serve out their remaining payments in death. They work most commonly as
a Debtguard, soul animated armor that acts as city watch and military. But personal debts are often
fulfilled in much more humiliating ways, depending on the relationship between debtor and lender.
GM PRINCIPLES
Make the world lavishly wealthy, exploitative, and treacherous - Gindaliawhere coin is considered
equally divine to the gods—may seem stable and orderly, but it harbors an undercurrent of exploitation
and malfeasance that is hardly divine. Money can buy respect, but how one pursues that wealth is just as
important.
Show how capital and class interact. - In order for the fabulously wealthy to exist, there must be those
with nothing to their names. The wealthy live lives of luxury, power, and potential. Those without are
subjected to exploitation, invisible to the ruling class, and seemingly powerless to change their station.
Wealth is power, and power is displayed openly - The latest dress styles from far-off lands, a coat cut
with elemental threads that glow with power, and expensive body modifications that defy logic and
reason. Fashion may seem frivolous to those who lack it, but for those lucky individuals who can burn
money on luxuries, fashion becomes a form of political warfare and power.
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DISTRICTS
Coinhalls
Financial District: Most of the city’s wealth ends up in the Coinhalls at some point along its journey…
usually forever.
Designer Pets: One will run into all manner of exotic, strange, and hybrid pets both on sale and on walks
with their owners..
The Coinhalls contain everything from luxury shopping, exclusive auctions, fine dining, and prestigious
banks. All it needs to cater to the ultra-wealthy populace and keep them spending money. The buildings
here are made of imported marble and gilded with gold. The cloying smell of expensive perfume hangs in
the air. Every interaction is laced with a profit motive. The people further enrich themselves simply by
moving numbers around on spreadsheets as opposed to actually working, deciding the fates of thousands
with the thoughtless stroke of a pen. Banks and businesses alike are guarded by lockdown automata, each
ornately designed to suit its owner’s taste.
Debtguard (Threat)
“In debt you serve. In death, relief.” A saying coined by one of the first Magnates, and a clever bit of
wording that sounds relatively benign. If a debt is owed, it must be paid in full… but at least in death there
is relief to be found… right? In truth, the relief means “relief of debt.” For those who pass while holding
the shame of debt in their heart and over their accounts, will continue to serve until their debt is paid.
The Debtguard is both the standing army and the city watch of Gindalia, composed of soul-animated
armors made from pneumatite alloy that house the souls of debtors. It’s a sad existence, that of the
Debtguard. Riding like a passenger in one’s own soul, granted agency but once a year.
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Precious, Objectively Beautiful [Highborne Clank, they/them]
Difficulty: 16
Curious, Extravagant, Naive
Experience: Aristocrat +2, Magical Knowledge +1, Socialite +1, Witty Repartee +1
Look: A luxurious and ancient clank composed entirely of thin strips of precious metals woven together
around masterfully cut gems.
Motive: Self Improvement. Precious is determined to achieve perfection at all costs, but their view of
what that means is skewed by the stratified, wealthy society that created them.
Sometimes called the Soulcage or Debtor’s Woe, the Gaol of the Insolvent is a brutalist testimony to the
weight of debt. It’s where spirits in arrears are drawn and bound into pneumatite armors to serve among
the Debtguard or as an insolvent. The massive structure is positioned at the base of the city so all who
look down upon are reminded of how far they can fall, and how quickly debt can overtake them. Because
of this, most prefer to keep their view fixed upward.
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Pneumatilurgic Forge (Location)
Positioned near the Gyre, the Pneumatilurgic Forge is where Isolvents work day and night smelting
pneumatite alloy ingots and pressing them into Debtguard armor molds. It’s a place of raging heat as
pneumatite has a much higher melting point than iron or steel. The smoke that results is highly toxic and
quickly kills any living creature that comes into contact with it. The insolvent laborers, constructed from
mispoured armor cast-offs, do the dirty work of creating new armor, further entrenching the city’s status
quo in an eternal cycle of debt and repayment. Living laborers used to do this dangerous work, in the early
days of Gindalia, but so many of them died that it led to the city’s first uprising, known as the Three Days of
Gold Tears.
This long and curvaceous stairway is somewhat of an anomaly in Gindalia. This is a place where class
holds no sway and a purse only goes as far as the imagination of that who carries it. A place of art and
music and pleasure. While coin is still king the true power sits with the queen, pleasure. Artists, sex
workers, and musicians have carved out a life of freedom and fulfillment here. Folks from all walks of life
ascend or descend this grand, spiraling staircase in hopes of finding sensations, the likes of which exist
nowhere else in the realm. So come take a journey of pleasure beyond compare. Of pain beyond
comprehension. An ecstatic exploration beyond the limits of rhapsody.
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Unwelcome Guests Clock
An action roll’s consequence can always be a mark against the clock
The Goldband
Working Rich: The fierce competition and high rate of failure sees the business owners of this city
working harder than most… should they want to keep their station.
Crab Bucket: If anyone starts to rise too fast and far, the rest of the Mercantalia will conspire to ruin
them. No one rises, but plenty fall. As cutthroat as the Magnates designed it to be.
Making up a substantial portion of the central cliff face is the district known as The Goldband. Here the
Mercentalia capitalize and innovate in order to rise above their station. It’s a place of fierce competition
and hard work. Even those who would be wealthy anywhere else in the realm are beholden to their
businesses and are caught up in the endless grind of achieving ever-increasing profitability.
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Horton Grippe, Owner of The Counting House [Ridgeborne Galapa, he/they]
Difficulty: 18
Churlish, Hardworking, Scorned
Experience: Bureaucracy +1, Intimidation +1, Shrewd Negotiator +1, Temptation +1
Look: A heavy-set galapa who, in a citythat wholly embraces form, entirely embodies function. They’re
unafraid of an apron stain or other indicators of hard work.
Motive: He’d see The Counting House become the premier inn and gambling house in the Goldband, but
his rivals at the Hucked Bones and the Platinum Paten have been sabotaging his renovations.
If the Coin Halls are where the ultra rich go to play and… work… presumably… Platinum Point Vistas is
where they return to their palatial homes to lay their heads down on pillows filled with rare bird feathers,
nestled into their ornate canopy beds. The top of the cliff, literally. It’s gated, obviously, and is as secure
as some of the most well-guarded banks in the city. After all, they can’t have just anyone getting in. The
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Magnates all reside here, concentrating almost all of the power in the city into the top of the cliff. As
always, this is by design.
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have visited Platinum Point vistas joke that if the rest of the city ever saw those hideous houses, the
Magnates would lose all credibility and be laughed out of the city.
Silvercrown Estates
Misleading Nomenclature: Sure, Silvercrown Estates sounds like a great place to live… It’s not.
Dreams of Delusion: Most who live here have bought into the twisted philosophies of Gindalia, believing
themselves to be temporarily embarrassed members of the plutocracy instead of simply poor and easily
exploited.
The base of the cliff and the foundation that keeps it standing. The name “Silvercrown Estates” is a clever
piece of propaganda making a district that is packed with company housing, rife with crime, and with
very few of the amenities the rest of the city enjoys. This is the neighborhood of the exploited. Of the
labor class. Still, it’s not a place devoid of joy. The folk living under this authoritarian capitalist regime still
create art, sing songs, and raise children. Their lives are ones of toil and hardship and many buy into the
illusion that they could one day be among those at the top of the cliff. As many of their jobs are
disappearing, and being handed over to the insolvent, more and more folks are getting desperate. Some
turn to crime. But it’s here that a burgeoning labor movement threatens to upend the delicate social
order the Magnates have so carefully constructed.
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Because the laborers live under the threat of homelessness should they lose their job, they are often
obedient and efficient workers. But the stress takes a toll, leaving most in poor health and with shorter
lives. A business shuttering almost always leads to a cascading series of predatory loans, failed repayments,
and an ocean of debt. Working exactly as the Magnates intended, this is how the Debtguard maintains such
robust numbers.
FACTIONS
Radiant Obligation
Infinite Growth: There is no peak high enough or sea deep enough that the Radiant Obligation would not
have designs of exploiting it in some way.
Versatile Leverage: Money isn’t the only way to control someone, especially those who don’t need to
worry about it. Reputation, scandal, blackmail, and forgery are all common tools in their kit.
A villainous organization with designs on soft domination of the entire mortal realm, through controlling
the ebb and flow of currency. Their temples arebanks. Their gospel is coin. Their priests… they’re
accountants. They idolatrize and extoll those born into or who have achieved wealth while scorning and
ignoring the struggles of those that have not. They spread throughout the realm like a malignant,
capitalistic tumor by way of their Arkvaults. Some believe them to have founded Gindalia, though the
Radiant Obligation would take no such credit, preferring their names to be left out of historical records.
Numerous Magnates in the city fall among their ranks, and many more are pressed under the thumb of
obligation, usually a scandalous debt weightier than gold. They prefer to exploit the debt of the living,
rather than the dead, largely eschewing the service of the Debtguard unless absolutely necessary.
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is competitively placed in Jewel Alley among the Coinhalls. Should the Radiant Obligation need something
to disappear it’s as easy as moving it through an Arkvault to another part of the realm.
Principles
The Radiant Obligation is not a consortium with a strong moral foundation, but it is a place of conviction
and staunchly held beliefs. Even if those beliefs lead to a near universal disdain towards those they see as
lesser than them. And those lesser merely exist to be exploited.
● A life without expansion, growth, and prosperity is not a life worth living.
● Everyone has a price. Everyone.
● Those beneath you are merely rungs on the ladder to your own greatness. Do not hesitate to step on
them.
NPCs
Fortinbras Le’Quain Relkist III, Grand Actuary of the Radiant Obligation [Highborne Human, he/him]
Difficulty: 16
Calculating, Avaricious, Authoritarian
Experience: Aristocrat +3, Bureaucracy +3, Commander +2, Nobility +3, Shrewd Negotiator +2
Look: A rail thin man dressed like a cross between a high priest and a bank executive whose gaunt
features betray expensive magical anti-aging treatments.
Motive: He seeks control of the realm’s purse strings so that he continues his agenda of “effective
altruism” which is just him controlling where and what is funded, supported, and who holds power.
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Nama Ho’o, High Vaultmaster [Highborne Giant, she/they]
Difficulty: 18
stubborn, imposing, effective
Experience: Ambusher +2, Forbidden Knowledge +1, Military Scholar +2
Look: Conservatively lavish, favoring practically valuable items over gaudy opulence.
Motive: Forever tuning and improving the defenses of the Arkvault, she’ll never be satisfied.
Story Hooks
A regional Arkvault has gone dark, untangling itself from the central bank. They need to know why and
how.
One of the Magnates the Radiant Obligation has leverage over has begun speaking out of turn and they
need them silenced. Permanently.
A state Actuarian’s audit has determined that a recently deceased member of the Radiant Obligation will
serve out their arrears as a Debtguard. Jek needs someone tofree the soul from its weighty dues.
When a group of out of work friends and colleagues realized their particular set of skills would be a quite
useful combination when it comes to robbing banks, they did just that. Starting small, at one of the
lenders in the Goldband, they quickly moved up to the Coin Halls and gained a reputation as
compassionate criminals. They rarely took lives unless they were forced to, and were generally convivial
with any hostages. When escaping, they became known for using portions of the gold they stole to help
throw off the Debtguard by dumping bags into the streets of Silvercrown Estates and slipping away
through the crowds. They had no intention of becoming the nexus of communication and resources that
is bankrolling the various burgeoning unions. What started as a group of friends trying to make a purse
for themselves has become a tight-knit union working to better the lives of everyone in Gindalia. Even if it
means burning the whole system to the ground.
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Crack Team (Feature)
While their fingers and influence reach throughout the Essentalia, their membership consists of only five
people. Exra and Pallas Finn are the masterminds behind the group and have been married a long time.
Crem Golsimer is a former Magnate who fell into disgrace after they tried to make some labor-favoring
public policy changes. Tula Garr is the prodigal daughter of one of the most influential merchants in the
Goldband and a brilliant arcanotechologist. Nolo Finn is the great, great, grandfather of Exra and one of
the few Debtguard that has managed to unburden himself of his debt. Unlike most, instead of moving on,
he purchased his armor and stuck around in hopes of ending this barbaric practice. They are small but
mighty, and any touched by their efforts are immensely grateful. A local bard wrote a song called
“Bankskimmer’s Cut” that’s sung on picket lines and wildly popular in taverns throughout Silvercrown
Estates.
Principles
The Bankskimmers union holds no formal code of conduct or ethics. They simply operate under the
simple assumption that everyone who is wealthy is that way because they have exploited someone else.
Thus, relieving them of their wealth is simply balancing the scales.
● Only take from those with too much and take as much as possible when doing so.
● Give the people their cut. It’s already their money to begin with anyway.
● Power belongs to the people, not the coin. But coin still feeds people.
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NPCs
Exra Finn, The Organizer [Slyborne Simiah, she/her]
Difficulty: 18
sneaky, driven, inexorable
Experience: Ambusher +2, Commander +2
Look: Similar to a Vervet monkey, with gray and white hair covering her body. Draped in loose
fitting clothing, giving her a full range of movement with a dagger hidden in every fold.
Motive: Redistributing wealth from the rich to herself. If there’s time they can get to everyone
else.
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Nolo Finn, The Muscle [Unshackled Debtguard, he/him]
Difficulty: 19
gullible, fearsome, undeterred
Experience: Huge +4
Look: The hollow armor of a Debtguard, painted over with flowers, dragons, and a few too many
dead tax men. He humors the children in Silvercrown Estate, letting them paint him regularly.
Motive: Free the Debtguard. He knows firsthand what it means to be bound into service after
death. He wants that practice to end.
Story Hooks
The Union is planning a heist of the Arkvault, and looking for reliable help to fill the gaps in their team.
The Magnates have gotten wind of the Tavern Workers union’s meeting location and have sent the
Debtguard to round them up. The Bankskimmers would see them protected.
Tula thinks she can reverse the flow of the Pneumatite Gyre, but needs some assistance testing her
newest invention: the Deblifter.
Resources
MOMENTS OF HOPE MOMENTS OF FEAR
1 An aristocrat empties his coin purse on the 1 A passing merchant kicks a beggar. No one
street, attracting a crowd. bats an eye.
2 A Debtguard knocks on the door of their family 2 The hard clink and heavy footfalls of
home, eager for a reunion. Debtguard armors approaching.
3 A home cooked meal, surrounded by friends. 3 A family is forced out of company housing and
onto the streets.
4 An unexpected, and rather large, Writ of 4 The Debtguard round up protestors, carting
Inheritance is delivered. them off to prison.
5 The clinking of Debtguard armor falling to the 5 A Magnate sends down a tithing decree,
ground, empty. Its occupant freed of forcing the already impoverished to scramble
obligation. for any extra coin.
6 A robust wine of exquisite and rare vintage. 6 A lockdown automaton swivels its head
ominously.
7 A stylish fur-lined coat that feels perfectly 7 A blaring alarm sounds as shadowy figures
tailored. flee from a bank.
8 A merchant offers an excellent deal on scrolls 8 A man close to death tries in desperation to
and potions. unload some of his debt.
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9 The cliff glitters in the morning sun, glinting 9 The staff of a tavern was just replaced by
off all the precious metals that cut through the insolvent workers.
sheer face.
10 Songs of solidarity from protesters outside the 10 A state Actuarian performing door-to-door,
mines. pre-death audits.
11 Children playing stickball in the streets offer 11 An unhoused family is swept off the street by
an invitation to join. the Debtguard.
12 Bottle service at a swanky lounge, poured by 12 The acrid scent of the toxic fumes spewed out
an exquisitely beautiful server. of the Pneumatilurgic Forge.
Rumors
A vaultgeist has overtaken one of the personal vaults of the wealthiest Magnate in the city.
A burgeoning union among tavern laborers is forming, but the Magnates would see it quashed.
As whispers of war drift in from a neighboring nation, one of the Magnate’s has been offering reduced
arrears if citizens will join the Debtguard today. The poorest of Gindalia have been offering their lives too
early in hopes of a shorter term of service.
A lockdown automaton has malfunctioned and trapped a bank full of customers and employees inside.
A member of the Mercentalia has petitioned for entry into the Magnate class, and must unload some
incriminating debt before Actuarians discover it.
Equipment
Pneumetic Spear - Agility Melee - d10 (phy) - Two-Handed
Feature: Soulshear (For 24 hours after a person is killed with this spear, spend Hope to add an additional
1d10 magic damage to attacks)
Primary Weapon
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Items
Savings Pouch. A magically entangled set that includes a coin pouch and a gilded chest. When coins are
deposited into the pouch they are instantly transferred to the chest, so long as the two objects share the
same plane of existence. This effect is one way only and coins can only be recovered directly from the
chest.
Fast Fashion. Enchanted threads woven through these garments allow the user to shift the color,
structure, and silhouette of whatever they’re wearing on a whim. However, when removed the garments
instantly revert to their original form.
Silver Tongue. A hollow metal tongue with attached molar bands. When worn over one’s own tongue they
are granted the advantage on Presence checks to persuade or deceive.
Consumables
Propagator Coin. When this seemingly unremarkable coin is thrown at an object or creature it doubles
itself, then both doubles again, and again, and again… This continues until a ten foot cube is filled with
coins. Once thrown, the propagator coin and all resulting duplicates disappear after 1 hour.
Promissory Note. A devious enchantment created by the mortal realm’s greatest con artist. The holder
can walk into any bank and hand this ensorcelled piece of parchment to a teller who will relinquish the
contents of one random safety deposit box. Feel free to make up your own or use the following table of
safety deposit boxes:
● 1-2: A box containing birthright papers and detailed lineage reports of what appears to be an
illegitimate goblin royal heir.
● 3-4: An old thief's forgotten stash containing detailed plans to crack the Arkvault.
● 5-6: A cursed necklace that emanates power and refuses to let go of the wearer.
● 7-8: A powerful magic weapon whose previous owner still seeks control of it.
● 9-10: A deed to a local manor that has lain empty for years and is presumed haunted.
● 11-12: A mysterious egg.
● 13-14: An invitation to an exclusive party at the Palace of Enterprise, addressed directly to the
adventurers.
● 15-16: A dangerous prophecy that, once read, marks the party for death at the hands of a
mysterious cult.
● 17-18: A forbidden scroll of magic contains a spell outlawed long ago.
● 19-20: A box of gold and gems worth 1 chest of gold.
Showstopper Elixir. Whoever drinks it will feel no direct effects, but to everyone around them, they will
suddenly be stunning, terrifying, or awe inducing. Used most commonly by those who wish to make an
entrance. Within one hour of drinking this potion, you can choose to make a Presence Roll at advantage
against a close target whose attention you want to capture. On a success, you do it, narrowing their field
of view and drowning out any sound but your voice.
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Adversaries
Debtguards
Soul infused armor inhabited by debtors in service to the state. Acting as watch and the standing army for
the nation that shackled them to service beyond death. They lack any agency, and must follow the whims of
the Magnates. For the soul housed inside, it is a harrowing experience. Moving about the realm like a
passenger in their own spirit, committing immoral acts in service of a deeply unjust state while being fully
cognisant of the effects. It’s not a happy unlife, by any measure. But it’s almost certain to be a long one.
Debtguard - Standard
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Lockdown Automatons
Massive statues plated in precious metals, whose style and design vary by the locale and tastes of their
owners. These constructs are designed to prevent theft and bring their adversaries quickly to heel. Hidden in
plain sight until activated, they are often placed at the entrances of banks and treasure vaults.
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Vaultgeist
When the exceedingly wealthy die, their spirits are often so emotionally bound to their wealth that they
cannot bear leaving it. What results is often a terrifying and deadly encounter for their inheritors or debt
collectors. Entire treasure rooms can become possessed, with coins, gems and art coalescing into a whirling
and howling nightmare of excess and opulence.
Vaultgeist - Solo
Covetous Howl
Mark a Stress to emit a howl that causes all gold within close range to
vibrate violently until the Vaultgeist is defeated. Each creature within
range that has gold can take 1 damage for each handful they’re holding,
or choose to cut their coin purses loose, creating a pile of Loose Gold
at their feet (that the Vaultgeist can use for HP).
Miserly End
Upon its death, the vast treasure horde comprising the vaultgeist
tarnishes to worthless tin, but any gold stolen during the encounter is
available to take.
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The Kinekozan Jags
Mountainous, Underground, & Strange
Tier 3
A moving mountain where the stone dances by day, slumbers by night, and the deep mines provide only
questions.
DISTINCTIONS
A living mountain of rough, hard-edged grandeur. The rocky slopes of the Kinekozan Jags spring to life
with each sunrise, an outer shell of stone shards flowing and reshaping around a deeper lithic mind.
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fertile earth or pooling water, allowing farmers to hop from home to field and back again as the dance
dictates. And, as the moon rises, heavier industry comes into its own—segmented rail lines snap into
place as the mountain-skin settles, allowing passage between areas otherwise kept distant by the dance,
and miners light their lanterns as they descend into the calmer heart of the mountain, eager to take what
they can and return to the outer layers before the next day’s motion covers the mouths of their tunnels.
A Mountain-Hewn Mind
The dancing slopes aren’t the only wonder of the Kinekozan Jags. The deepest mysteries, suitably enough,
are found in the quiet stillness of the mountain’s interior. It’s there that miners’ tunnels and natural caves
converge, leading to the dwelling place of an ancient intelligence, the Mesolith—a sculpted shepherd of
questions and stone.
The Shatterwood
There was a time before the mountain moved. None remember it, but the signs are there—some
structures so weathered by time that you can barely see the split in their walls, the occasional
unsettlingly barren shard that still bears the mark of a long-dry riverbed. But there’s no other piece of
evidence as singularly compelling as the shatterwood, a great forest that must once have covered the
mountainside, now split into distant fragments doomed never again to touch.
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GM PRINCIPLES
Use landmarks to aid groups as they traverse the shifting slopes - One jag of stone looks much like
another, and sometimes it might even be difficult to tell which direction a piece flows in. But towers,
farmlands, rail-lines, and the distant peaks? They’re all worth navigating by, points of the world you can
anchor description to as well as direction.
Highlight the ingenuity and adaptability of the locals - It would be easy for those who dwell in such an
unstable landscape to carve out their own niche and stay there, but the various communities of the jags
develop new techniques that make their lives easier, share them without a second thought where they
can, and stay in contact through even the toughest times. It’s a hard place to live, but not a barren one.
Respect the mountain as a living creature, one that permits passage by default but that can also choose
to revoke it - The Mesolith dwelling in the mountain’s core has its own wants and needs, only rarely
aligned with those of the folk that make a home for themselves on its flanks. It has moods too, and
opinions—it can be bargained with, outsmarted, bribed, or offended, but it will almost always have the
upper hand.
LANDMARKS
A confusion of raised rail lines and staggered aqueducts built over centuries, each section anchored to
(and looming over) one of the larger slabs of moving mountainside. Though these sections admittedly
spend most of their time disconnected due to the waltz, every sundown brings a new opportunity; great
gears turn, bridges spin, and elevated tracks snap together in drunken, temporary forms.
With each reconnection, the Iron & Blue opens for business. Sluices open as aqueducts are levered into
place, sending a deluge of snowmelt and captured rain careening into the water storage towers of a
hundred settlements. The air fills with the sound of train whistles and squealing brakes as passengers and
produce are shuttled, sometimes almost vertically, from place to place. The network lights up the
Kinekozan nights, a friendly reminder of connection and cooperation amid the geological whirl.
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Tethered Balloons (Feature)
A convention created by a single lower settlement that has since spread throughout the range, most
smaller stations run a tethered balloon of lighter-than-air gas from their rooftops, acting as an elevated
watchtower. Actual stone towers were used in the past, but the lessons taught by the Jarbone Inversion
have most definitely stuck. Rarely spoken of in the modern day, Jarbone was an oversized settlement that
built one too many towers for holding stored water, eventually overbalancing and completely inverting the
shard it was built upon, with catastrophic results.
Lake Ladenscree
Largest Stone in the Lake: Breaker’s Isle, the size of a small cart.
The Colours Beneath: Raw. Chameleonesque. Dissembling.
Another source of water perhaps, fed by some determined spring? If only the Kinekozans were so lucky.
Lake Ladenscree is a miles-wide stretch of broken stones, each no bigger than a fist, tumbling endlessly
up and down the range in a manner that defies expected patterns. It’s a place more dangerous than
most—these unmoored rocks will barely take the weight of a smaller creature, let alone something as
heavy as a giant—but also of outstanding beauty, with passing communities having painted as many of the
rocks as they could reach with a variety of colours over the years. Lake Ladenscree is a stone rainbow, lit
from below by skeins of arcane force.
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hammering like horizontal hail against windows and walls. More than one settlement that drifted out of the
pattern of the dance has been leveled by contact with the Swell.
The Asking-Mines
Shortest Question Ever Mined: “Why Only Twelve?”
Number of Active Shafts: 32
There’s an old joke about the asking-mines, the kind that makes philosophical sorts wince and travelers
furrow their brows, if they have them: “Why dig for an answer, when a question is worth its weight in
stone?”
The miners of the jags realized long ago that the mountain’s ores and crystals were of secondary concern.
The real bounty is the stone itself, not of the ever-moving outer layer but of the mountain’s heart, stone
shot through with weighty curiosity, drenched in arcane thought.
Day-Delvers (Threat)
There are some for whom profit outweighs the value of honesty. Day-delvers are mining scavengers,
small bands equipped with pickaxe and drill who track the movement of tunnels through outer stone,
risking their lives to enter the mountain’s heart while the waltz is in full progress. Many are crushed
between stone walls, torn apart by unexpected contact with bands of raw magic or simply lost to the
darkness of a poorly-chosen tunnel, but the activity offers bounty enough that there are always some
willing to try. The Ancient Mind promises, in the Contract, that no citizen of the slopes shall ever be harmed
on purpose. This may, or may not, be true.
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Settlements
HOGNITO
Closest Dance To The Summit: Spitting distance, they swear.
First Settled By: An irate hog-herder on his way to Sunpeak Station, who put down roots and never left.
While settlements on the Jags are hardly a rarity, Hognito stands out due to its sheer size. An entire city,
complete with multiple districts and its own overground rail system, taking up every available inch of the
moving stone it’s built onto. The foundations run deep enough that basements thrum with the mountain’s
magic, and blocky tenements shift their positions throughout the year, sliding and grinding their way
through the city to carefully balance it no matter where the waltz takes it.
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THE CRAWLING VILLAGES
Settlements That Have Passed Close to Hognito: Racketattle, Day-By-Day, Tortoiseholme, Steam Town
Most Famous Derailment Site: Track 187B, Spar 46 (which has claimed two villages in only twenty years)
The Kinekozen waltz is undeniably beautiful, but it’s also fickle—settlements may spin apart from their
fellows for weeks, months, or even years at a time, thrust into the wilderness of the outer peaks and away
from larger centers of habitation. For some, this is a fact of life on the slopes. For others, it was a problem
to be solved.
The denizens of the Crawling Villages are firmly in that latter camp—rather than trust the dance, they put
their faith in the engineering prowess of the Iron & Blue. Their homes are constructed around heavy-duty
railcars, flatbeds carrying farmland and hog-pens, markets and village squares. And while their lives are
no less movement-driven than any other Kinekozan, at least they choose where they travel… When the
rails are willing, of course.
Derailment (Threat)
‘Stable’ is a word few would use to describe the Iron & Blue. It’s a marvel of engineering, but it’s still an
imprecise system. All it takes is for a set of tracks to not quite mesh after the nightfall adjustments, or a
heavy train to push them out of alignment, and an entire village is at risk of toppling onto the drifting
stone below. Instances of derailment are actually quite rare, thanks both to the attentions of the network’s
engineers and the slow pace of most travel, but there’s more than one village left shattered and abandoned on
the mountainside from an unfortunate choice of path.
CONTRACT
Hands of the Mesolith: One fewer than there should be.
Attendants: With their eyes reverentially lowered at all times, their hands running across the scarred
floors.
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A huge, hollow space deep within the mountains, Contract is the dwelling-place of the Mesolith. While it
started as a natural fault, generations of Hollowing Hands miners have expanded the space into an
ordered settlement, rooms hewn straight into the stone walls and connected by twisting walkways. The
floor is kept clear of habitation and machinery, reserved for the Mesolith’s dais, and those making
pilgrimage to read the scrawls that surround it.
It’s these scrawls, as much as the presence of the mountain’s geological overseer, that draws visitors into
the lamp-spoiled darkness. Contract is also home of the Kinekozan rules, spiraling text carved into the
floor by the very first miners, under the direction of the unmoving Mesolith itself. These are the tenets by
which the entity has chosen to operate, part contract, part declaration, part warning.
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FACTIONS
It doesn’t take much in the way of specialist equipment to tunnel down into the innards of the Kinekozan
Jags, but it does take years of training to do so safely. The Hollowing Hand are more than an experienced
group of miners—they’re cartographers of a shifting skin, delvers into stone and thought, merchants of
the Mesolith’s bounty.
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Principles
The Hollowers are revered by the Kinekozan locals, their work bringing in the majority of outside funding
for the building and maintenance of settlements. Along with their lofty position comes a certain level of
arrogance—earned, perhaps, but sometimes representing an organizational weakness. The principles are
there to keep newer Hollowers in check.
● No stone is yours - it merely passes through your hands.
● No shaft is yours - each exploration is shared with your fellows.
● No question is yours - and if the Mind wanted your answers, it would ask for them.
NPCs
Dashan, the Never-Exiled [Underborne Ribbet, he/him]
Difficulty: 19
Cheerful, Exuberant, Meticulous
Experience: Storekeeping +3, Mining +2
Look: A squat ribbet with a ‘beard’ of floating stones, Dashan’s small stature doesn’t get in the way of him
ordering larger miners around. He’s respected throughout the Hollowing Hand as having a cool head in a
crisis, a propensity for catching small but important details, and a laugh that booms as if he were three
times his size.
Motive: Ensure that miners aren’t just equipped for the journey down into the dark, but the path back up
as well.
Story Hooks
The Flexile wishes to walk the Asking-Mines once more, but requires an escort to do so.
A powerful mage has summoned an answer of great import, but it struggles for freedom—she must match
it to one of the mountain’s unmined questions before it tears free.
A band of errant locals have taken to stealing the barter-goods left by the Hollowing Hands, hoping that if
there are any consequences they’ll fall on the miners themselves.
Anyone that intends to put down roots on the moving mountains will, inevitably, come into contact with
the Nomadic Guild of Here to There.
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They’re cartographers of a sort, though some prefer to call them artists, or engineers, or mystics. No term
quite encapsulates their totality, their skills at once so diverse and so specific. For it’s the Guild that chart
the flow of the dance, and predict the next steps, entirely independent of the Mesolith. Who lick quartz
and tell others which way the rains are going to come. Who decide where the newest extensions of the
Iron & Blue are planted, and how those tracks are designed to swing.
The Guild see the mountain as few others can; as answers, rather than questions.
Principles
The principles of the Here-To-There are never written down. Why waste paper on such banalities when
there are other, more pressing answers that warrant the space?
● No puzzle is impossible to solve.
● Pose only questions, take only answers.
● Match the mountain’s rhythms with your own.
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NPCs
Long-Strider Levine [Ridgeborne Katari, they/them]
Difficulty: 15
Gentle, Precise, Focused
Experience: Navigation +4, Pathfinding +6
Look: Long of wooden limb and even longer of stride, Levine lost their first set of legs in an unfortunate
jag-related collision. Their replacements, whittled from the boughs of the shatterwood, are made for sure
purchase on even the least stable of surfaces.
Motive: Chart the mountain’s movements, learn the waltz of stone.
Story Hooks
A rare meeting of the Guild - they’re asking for visitors to attend as well, particularly those that have
arcane potential or an eye for cartography.
A member of the Here-To-There’s has been tasked with tracking down a child, carried far from home on a
flow of the mountain’s stone. They know where to go, but they’re not sure they can make it through the
intervening territory alone.
An argument between the workers of the Iron & Blue and the miners of the Hollowing Hand has erupted
over a proclamation by the Guild on where a new shaft should be sunk.
Resources
1 A passing stone from the Shatterwood, laden 1 The Ladenswell arrives without warning, a
with unique fruits. cascade of painted stones traveling at
dangerous speeds
2 A shout of greeting from a passing train, 2 A jarbone spirits rising from the glow between
followed by the thump of a bag of supplies stones.
hitting the ground nearby.
3 A diminutive figure sits atop a distant rock, 3 Two tracks of the Iron & Blue haven’t quite
playing a delicate flute. meshed together…
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4 A scorpion-wrangler passes by, pack laden 4 The soft clucking of a cockatrice as it hunts for
down with unusual venoms. fresh meat.
5 A stone-soaked question is read, one that sets 5 A drawn-out crunch, of two moving islands
your mind on the path of an answer. grinding together.
6 A chance meeting with one of the Nomadic 6 A question escaping from a split stone, a
Guild, an elder with answers you sought question about something you’d rather forget.
without meaning to.
7 A nearby village is holding a festival. The 7 Whistles blare in the distance. A train is under
smells of fresh milk and roasting meat are threat.
unmistakable.
8 Rail workers share secrets from upslope. 8 The creak of beams overhead, and the miles of
rock above them.
9 A Sunpeak train clatters overhead, toward the 9 The corpse of a Guild member, still aglow with
very threat you were facing. raw power.
10 Tucked into a cairn of balanced stones, a 10 Movement without sunlight, a denial of the
detailed map of recent movements and careful natural order.
predictions.
12 An eclipse stills the waltz for precious 12 A sudden loss of balance—the shard you’re on
moments. is sinking.
Rumors
While the citizens of Hognito desire more than anything else to catch that rising sun at its zenith, doing
so would likely crash the entire city into Sunpeak Station.
The First Deep Theft may have been erased from the history of the region, but the Mesolith still
remembers, and hasn’t yet forgiven the exiled head of the Hollowing Hand.
A painted glass jug is sometimes seen bobbing in the Ladenswell Lake - what are the limits of stone, one
wonders?
An oracle of the Here to There, captured by funicular raiders, was close to discerning the greater pattern
of the waltz.
A dissident group is working toward derailing one of the crawling villages over a crack beneath two plates
of stone, sending the whole settlement tumbling into the raw magic running beneath them.
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One building of Contract is off limits to all but the highest ranking members of the Hollowing Hand, the
walls within scrawled with rules that have been unwittingly broken.
Each portion of the Shatterwood, though still divided by miles, is drawing closer - the wood yearns to
reform, and to still the stone of the mountain once more.
Equipment
Diamond-Saw Glove - Strength Melee - d4+2 (phy) - One-Handed
Feature: Delicate Touch (Mark stress to add your Finesse to any damage rolls made with your Primary
Weapon)
Secondary Weapon
Items
Strand of Raw Magic: This animates an object temporarily when wrapped around it, causing it to move
erratically and (sometimes) take on sentience. Do not touch this with your bare hands. Ever.
Untethered Tent: A floating tent weighted down with stabilizing stones, the perfect place to rest for one
that wants to stay just off the ground while they sleep. During a long rest, you always gain a Hope.
Jag-Striding Boots: Boots with soles of stolen stone. Heavy, but they remember the motion of the waltz.
Mark stress to increase your Evasion by +2 until your next roll with Fear. When you avoid an attack, you
can immediately move anywhere within close range.
Consumables
Hollower’s Folly - A hand made of quartz, shaped to resemble the one stolen from the Mesolith. On a
successful Spellcast (16) roll, it will skitter along the ground and up onto a target’s face, latching on and
making them temporarily Vulnerable and giving them disadvantage on any attack rolls until they are no
longer Vulnerable.
Hogling Crunch - Sweet and savory, fatty and acidic - if you can get past the mild dose of toxins it
contains, it’ll perk you right up. Mark 2 Stress when you consume. You can move anywhere within far
range when taking an action (instead of within close range) until your next short rest.
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Crushed Questions - These are less than fragments, sand-like stones containing the offcuts of larger
questions. Sprinkling them into the wind provides questions on a topic you wouldn’t have thought to ask.
Use this when making a Knowledge roll to make your Hope die a d20 instead of a d12.
Adversaries
Toxic Hog
Bristling with irritant hairs almost as much as they are with barely-contained rage, the hogs of the shattered
slopes are a far cry from the tamed beasts of the Hognito piggeries. Toxic hogs have few known predators,
even among the harsh and unusual ecosystem of the mountains—even if you get past the venomous tusks, the
meat you win is laced with potent poison unless cooked to a crisp.
Motives & Tactics: Charge with Wild Abandon, Catch and Toss, Trample
HP: 5 Bristles
Spend a Fear to have this adversary counterattack when hit in melee
Stress: 2 or very close range, dealing 3d8+4 damage from its poisonous bristles.
The PC must also mark a stress from the poison before they act until
Experience: Cliff Hopping +4
their next roll with Hope.
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Stilt Scorpions
Well adapted to the shifting stone islands of the Kinekozan, this local breed of scorpions uses harrier tactics
to take down prey—tracking it until it nears a fault or gap, and launching itself bodily at any unwary target
that strays too close to the edge. In the struggle that follows, the fear of falling often leaves targets open to
quick jabs from stinger and pincers both.
Drag
When a target fails to escape from Grapple, you may immediately
move the Stilt Scorpion anywhere within Very Far Range, bringing any
Grappled targets with it.
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Kinekozan Cockatrice
Cursed, wheezing beasts that blend elements of wyverns, chickens, and centipedes, cockatrices spend their
days hanging on the underside of the mountain’s moving stones, feathers soaking up the raw magic of the
waltz. When night falls and the dance begins to slow, a cockatrice will crawl up from its daytime perch and
treat nearby slabs as its new hunting ground; though physically frail, discharging the energy built up in
patches of feathers gives them the ability to turn stone to slurry, trapping prey in one place to better receive
their final ‘gift’.
Keening Dive
Once this adversary only has one hit point left, spend 3 Fear to have it
keen, discharging large amounts of raw magic and diving into the
stone. From there it acts like an aquatic hazard, swimming through the
stone. Its difficulty becomes +3.
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Adversaries Reference
This section contains key information for creating and using adversaries, including common adversary
moves, a list of adversaries by tier, and more.
Relentless (X)
A foe with Relentless can activate up to X times during a GM move so long as there are enough action
tokens.
The Relentless move is useful if you want an adversary you can activate more than once during a single GM
move. This is often best for exceedingly fast or dangerous foes, or for adversaries who are likely to be battling
the party on their own.
Slow (X)
A foe with Slow costs X action tokens to activate.
The Slow move is useful if you want an adversary who narratively takes longer to act than others, like a slug
creature or a massive ogre. This is usually most effective when that creature is very powerful when it does
act, but eats up lots of action tokens to do it.
Minion (X)
For every X damage a PC deals to this adversary, they also deal 1 HP to an additional minion within their
attack’s range.
The Minion move is useful when you want to drop lots of small enemies into the battlefield, knowing the
party can swing through them very easily. This move means that if a PC hits one minion and they do enough
damage, they also hit a number of others that are in range for them. Because of this, it’s often best to have
minions crowd a PC–it will feel overwhelming and dangerous until they’re able to make an attack against
them. If you want that cinematic feeling of the PCs taking out waves of enemies with a single attack roll,
minions are a great tool to make that happen.
Horde
Adversaries with the Horde move deal less damage when they’ve marked ½ or more of their Hit Points.
Creatures Per Hit Point: (X) denotes the number of creatures in this horde represented by each Hit
Point.
The Horde move is useful when you want to represent a group of enemies as a single adversary. This is one
step beyond just having a number of minions on the battlefield–maybe you want to represent a mass of
zombies or a swarm of deadly insects. Horde allows you to make large numbers of enemies without the
overhead of running them all individually. For example, a zombie Horde with 5 hit points and a Creatures
Per Hit Point value of 4 would be described as 20 zombies moving in a group together. If a PC deals 2 hit
points to this horde, you would describe 8 zombies being taken out as a result.
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Group Attack - (Range) (X)
Spend a Fear to activate all adversaries with this name within a certain range of a target. This group can
move and make an attack roll against that target. On a success, they deal X amount of damage per
adversary.
The Group Attack is useful for making the action tokens more efficient in battle. Because it allows you to
activate multiple adversaries at once, it can really help to make a battlefield full of enemies come alive. As a
note of clarification, you only make one attack roll for the entire group that is attacking, and then add their
damage together before applying it to the target. Group Attack is often paired up with the Minion move
because it allows a number of smaller foes to all have the chance to attack before they inevitably are taken
out by the PCs.
Adversaries by Tier
Tier 0 (Level 1)
Jagged Knife Bandits (Shadow, Hexer, Minion, Sniper, Mauler)
Beasts (Bear, Dire Wolf, Swarm of Rats, Giant Rat, Giant Scorpion, Glass Snake)
Mercenaries (Sellsword, Harrier, Spellblade, Blademaster)
Oozes (Green, Tiny Green, Red, Tiny Red)
Grove Guardians (Oak Treant, Sylvan Soldier, Deeproot Defender, Young Dryad)
Skeletons (Dredge Minion, Warrior, Archer, Knight)
Guards (Bladed Guards, Archers, Head Guard)
Zombies (Shambling Zombie, Minion, Horde, Brawny, Hulk)
Elementals (Chaos, Fire)
Pirates (Horde, Tough, Captain)
Construct
Acid Burrower
Minor Demon
Cave Giant
Socialites (Merchant, Courtier, Petty Noble)
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Tier 2 (Levels 5-7)
Elementals (Greater Water, Greater Earth, Fire Spark)
Flickerfly
Huge Green Ooze
Hydra
Vampires (Dire Bat, Vampire, Vampire Leader)
Young Ice Dragon
Vault Guardians (Turret, Sentinel, Cage)
Verdant Defenders (Dryad, Oak Treant, Treant Sapling, Stag Knight)
[There will be narrative descriptions added to all of these adversaries in a future update.]
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Tier 0 Adversaries (Level 1)
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Jagged Knife Hexer - Support
322
Jagged Knife Lackey - Minion
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Beasts
Bear - Bruiser
Motives & Tactics: Defend Territory, Harry, Protect Pack, Surround, Trail
Attack Modifier: +2 Moves
Claws: Melee | 2d6 phy Pack Tactics
When making a Claws attack, if another Dire Wolf is also in melee
Difficulty: 12
range of the target, deal 2d10 phy damage instead.
Minor 1 | Major 5 | Severe 9
Hobbling Strike
HP: 4
Make an attack roll against a target within very close range. On a
Stress: 0 success, spend a Fear to reach out with a gnashing of teeth to deal 4d6
phy and make them Vulnerable until they regain a Hit Point.
Experience:
Keen Senses +3
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Swarm of Rats - Horde
Glass Spitter
Countdown 4 (Loop). Activate when a hostile target is spotted. This
countdown reduces every time a PC rolls with Fear. When triggered,
this adversary shoots sharps of glass at all targets in front of them
within far range. Any targets the attack roll succeeds against take 1d8+1
phy damage.
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Mercenaries
Sellsword - Minion
Harrier - Ranged
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Spellblade - Leader
Weaponmaster - Bruiser
Motives & Tactics: Taunt, Hone Prowess, Retaliate, Target The Strongest
Attack Modifier: +2 Moves
Greatsword: Very Close | 2d8+2 Disarming Strike
phy When you make a successful Greatsword attack against a target, you
Difficulty: 14 can spend a Fear to also have the PC make a reaction roll with Agility
(12) or have their primary weapon knocked out of their hands to Very
Minor 4 | Major 8 | Severe 12 Close range. They must retrieve it before they can use it again.
HP: 6
Adrenaline Burst
Stress: 2 Spend 2 Fear to heal 2 HP (once per day).
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Oozes
Green Ooze - Skulk
Motives & Tactics: Creep up, Envelop, Camouflage, Consume & Multiply
Attack Modifier: +1 Moves
Ooze Appendage: Melee | 2d8 Slow (2)
mag The GM must spend two action tokens to activate this adversary.
Difficulty: 8
Acidic Form
Minor 4 | Major 9 | Severe 14 Any PC damaged by this adversary must also mark one Armor Slot.
HP: 5
Envelop
Stress: 2 Spend a Fear to make an attack roll against a creature within Very
Close distance. On a success, deal 2d10 magic damage. If that creature
Experience:
marks HP, they are stuck in the ooze and Restrained until they break
Camouflage +3
free (Strength 14). A creature that takes an action while Enveloped
suffers 2d8 direct magic damage before acting.
Split
When this adversary has marked 3 of its hit points, it splits into two
Tiny Green Oozes (with no marked HP or Stress) that instantly
activate.
Motives & Tactics: Creep up, Envelop, Camouflage, Consume & Multiply
Attack Modifier: -1 Moves
Ooze Appendage: Melee | 1d6 Acidic Form
mag Any creature damaged by this adversary must also mark one Armor
Difficulty: 10 Slot.
Minor 3 | Major 5
HP: 2
Stress: 0
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Red Ooze - Skulk
Motives & Tactics: Ignite, Start fires, Camouflage, Consume & Multiply
Stress: 2 Ignite
Spend a Fear to make an attack roll against a creature within Very
Experience: Close distance. If they mark HP from the attack, they are lit on fire,
Camouflage +3 becoming Vulnerable until they put out the fire (Finesse 14). Any
creature that has the Ignite condition takes 1d6 direct magic damage
every time a token is placed on the action tracker.
Minor 3 | Major 6
HP: 2
Stress: 0
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Grove Guardians
Minor Treeant - Minion
330
Deeproot Defender - Bruiser
Any opponents moving within the bramble area must roll with Finesse
(10) or take 2d6 phy damage.
331
Skeletons
Motives & Tactics: Play Dead, Overwhelm, Fall Apart, Steal Skin
Attack Modifier: -1 Moves
Rusty Sword: Melee | 3 phy Minion 4
For every 4 damage a PC deals to this adversary, they also deal 1 HP to
Difficulty: 8
an additional minion within this attack’s range.
Minor 1
Group Attack - Close 3
HP: 1
Spend a Fear to activate all adversaries with this name within close
Stress: 0 range of a target. This group moves into melee and makes an attack
roll against that target. On a success, they deal 3 damage per
adversary.
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Skeleton Knight - Bruiser
Guards
Bladed Guards - Standard
Motives & Tactics: Arrest, Close Gates, Pin Down, Make it Through the Day
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Archer Guards - Ranged
Motives & Tactics: Close Gates, Pin Down, Arrest, Make it Through the Day
HP: 3
Stress: 0
Experience:
Local Knowledge +3
Motives & Tactics: Command, Close Gates, Pin Down, Arrest, Seek Glory
Experience:
Commander: +2
Local Knowledge: +2
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Zombies
Shambling Zombie - Standard
HP: 4 Horrifying
Stress: 0 When this creature deals hit point damage to a target, the target also
loses a Hope. If the target doesn’t have any Hope, they mark an
additional Hit Point instead.
335
Brawny Zombie - Bruiser
336
Elementals
Minor Chaos Elemental - Solo
Motives & Tactics: Start Fires, Encircle Enemies, Grow in Size, Intimidate
337
Pirates
Pirate Raiders - Horde
Stress: 3
Experience:
Sailor +3
Motives & Tactics: Command, Raid, Plunder, Make ‘em Walk the Plank
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Pirate Tough - Bruiser
Experience:
Sailor +2
Construct - Solo
Motives & Tactics: Serve Creator, Smash Target, Destroy Environment, Trample Groups
HP: 9 Trample
Make an attack roll against a group of targets within Close range. On a
Stress: 3 success, spend a Fear and move the Construct into melee with them,
dealing 3d10 physical damage.
Death Quake
When this creature marks its last Hit Point, the magic powering it
ruptures in an explosion of force. Make an attack roll with a bonus of
+9 against all targets within Very Close range. On a success, it deals
3d20 magic damage.
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Acid Burrower - Solo
Grapple
Spend a Fear to have this adversary make an attack roll against a Very
Close target. On a success, they grab them with their Claws, doing
attack damage and making them Restrained and Vulnerable. A Strength
(15) roll will release them.
Acid Bath
When this adversary takes a Severe injury or goes drops below 4 HP, all
foes within Close range are bathed in acid. They must make Agility (12)
reaction roll or suffer 2d10 damage. On a successful reaction roll, they
still mark Stress.
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Minor Demon - Solo
Motives & Tactics: Torment, Corral Targets, Relish Pain, Act Erratically
Stress: 2
Motives & Tactics: Throw Enemies, Bite Off Heads, Feast, Rip Limbs, Stomp
Crush
Make an attack roll to pick up large, heavy objects and throw them at
all targets in front of this creature within far range. On a success,
spend a Fear to deal 1d20+10 damage to each.
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Socialites
Merchant - Social
Motives & Tactics: Buy Low/Sell High, Create Demand, Inflate Prices, Seek Profit
Stress: 2
Experience:
Shrewd Negotiator + 5
Courtier - Social
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Petty Noble - Social
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Tier 1 Adversaries (Levels 2-4)
Assassins
Assassin Poisoner - Skulk
Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid
Motives & Tactics: Ambush, Maim, Fade into Crowds, Develop Skills
Experience:
Intrusion +2
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Master Assassin - Leader
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Battle Box - Solo
4. Shocking Gas
The cube sprays out a silver gas sparking with lightning. All
creatures within Close range must make a Reaction roll with
Finesse (15) or take 1d12 magic damage and drop all items held
in their hands. On a success, targets still mark Stress.
5. Stunning Clap
The cube leaps and its sides clap, creating a small sonic boom.
Any targets within Close range must make a Reaction Roll with
Strength (15) or become Vulnerable until they clear Stress or
this adversary is defeated.
6. Psionic Whine
The cube releases a cluster of mechanical bees whose buzz
rattles mortal minds. All targets within a Close distance must
make a reaction roll with Presence (15) or take 2d10 mag
damage. Armor cannot be used to reduce this damage.
Death Quake
When this adversary marks its last Hit Point, the magic powering it
ruptures in an explosion of force, dealing 3d20 magic damage to all
creatures within Very Close range. Targets may make a Reaction roll
with Instinct (15) to sense the buildup of magical power in time to
evade and take half damage, or no damage on a result of 20 or more.
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Chaos Skull - Ranged
Siphon Magic
Mark Fear to attack a target within Very Close range. If that target has
a Spellcast trait, they also mark Stress and the Chaos Skull clears
Stress.
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Juvenile Flickerfly - Solo
Stress: 4 Flight
Juvenile Flickerfly’s difficulty is increased by 3 when flying. Juvenile
Flickerfly may move up to a Far distance as part of an activation while
flying.
Uncanny Reflexes
Flickerfly may mark Stress when taking damage from an attack within
Close range to take half damage (rounded up).
Mind Dance
Spend a Fear to create a magically dazzling display that grapples the
minds of its targets. All creatures within Far range must make a
Reaction roll with Instinct (15). On a failure, the target adds a token to
the action tracker, this adversary is Hidden to the target until they
mark their next Hit Point, and this adversary learns a fear the target
has.
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Giant Mercenaries
Giant Brawler - Bruiser
Motives & Tactics: Command, Maneuver, Pin Down, Make a Living, Protect Companion Animals
Attack Modifier: +2 Moves
Longbow: Far | 2d10+2 phy Pinning Strike
Make a Longbow attack against a target in far range. On a success, deal
Difficulty: 16
damage and spend a Fear to pin them to a nearby surface. They are
Minor 6 | Major 13 | Severe 28 Restrained until freed with an Agility or Strength Roll (15).
HP: 5
Deadly Companion
Stress: 3 Spend 2 Fear to summon a Bear, Dire Wolf, or similar Tier 0 Beast
under this adversary’s control. That beast immediately activates.
Experience:
Animal Handling +3 Two as One
When this adversary activates, you can mark Stress to activate a Tier 0
Beast currently under this adversary’s control.
–
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Katari Burglar - Skulk
350
Failed Experiment - Standard
Gorgon - Solo
Petrifying Gaze
Spend a Fear when the Gorgon takes damage from an attack within
Close range to force the attacker to make a Reaction roll with Instinct
(15). On a failure, they begin to turn to stone, taking 1 hit point of direct
damage and starting a Countdown (4). This countdown ticks down
every time the Gorgon is attacked. When triggered, the target must
make a death move.
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Minotaur - Bruiser
Stress: 3 Gore
Mark Stress to make an attack on a target within Very Close range,
Experience: moving the Minotaur into melee with them. On a success, deal 3d10
Navigation +2 damage to the target. Armor is only worth half its standard value
against this attack.
Elementals
352
Elemental Spark - Minion
353
Huge Green Ooze - Skulk
Stress: 3 Envelop
Spend a Fear to attack a creature within Very Close distance. If that
Experience: creature marks HP from this attack, they become Restrained and are
Blend In +3 Vulnerable until they break free (Strength 18). A creature that takes an
action while Enveloped suffers 2d12 magical direct damage before
acting.
Split
When Huge Green Ooze has marked half of its hit points, it splits into
two Green Oozes (with no marked HP or Stress) that instantly activate
(no action tokens needed).
Hydra - Solo
Stress: 5 Regeneration
If the Hydra has lost at least one head this scene, Spend a Fear to grow
two new heads, clearing 2 HP and 1 Stress.
If the Hydra takes magic damage, activate a Countdown (3) that ticks
down every time a token is put on the action tracker. Until that
countdown triggers, the Hydra may not use Regeneration and is
immune to magic damage.
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Flickerfly - Solo
Uncanny Reflexes
Flickerfly may mark Stress when taking damage from an attack within
Close range to take half damage (rounded up).
Whirlwind
Spend a Fear to fly to a spot within Close range and spin, slashing all
Very Close targets. Make an attack with a +5 modifier against all
targets in range. On any you succeed against, deal 3d12+10 physical
damage. Armor is only half as effective when reducing this damage.
Mind-Dance
Spend a Fear to create a magically dazzling display that grapples the
minds of its targets. All creatures within Far range must make a
Reaction roll with Instinct (18). On a failure, the target adds a token to
the action tracker, this adversary is Hidden to the target until they
mark their next Hit Point, and this adversary learns a fear the target
has.
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Vampires
Vampire - Standard
Experience:
Nocturnal Hunter +3
356
Head Vampire - Leader
Vault Guardians
Detonation
When this adversary is destroyed, it explodes to deal 3d20 magic
damage to all targets within Very Close range. Targets may make a
reaction roll with Agility (17) to take half damage. If they roll a critical
success, they take no damage.
357
Vault Guardian Sentinel - Bruiser
Mana Bolt
Spend a Fear to lob explosive magic at a spot within Far range. All
targets within Very Close range of that spot must make a Reaction roll
with Agility (19). On a failure, they take 2d20 magic damage and are
knocked back into close range of where they were before. On a
success, they take half damage. If they roll a critical success, they take
no damage
358
Verdant Defenders
Motives & Tactics: Pummel, Root Down, Hide in Plain Sight, Preserve the Forest
Dryad - Leader
Motives & Tactics: Command, Cultivate, Drive Out, Preserve the Forest
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Treant Sapling - Minion
Motives & Tactics: Surround, Pummel, Blend In, Preserve the Forest
Motives & Tactics: Maneuver, Isolate, Weed the Unwelcome, Protect the Forest
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Young Ice Dragon - Solo
Motives & Tactics: Fly, Freeze, Maul, Avalanche, Gather Horde, Defend Lair
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Tier 3 (Levels 8-10)
Arch-Necromancer’s Host
Arch-Necromancer - Leader
Motives & Tactics: Disable, Corrupt, Resurrect, Flee to Fight Another Day
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Zombie Legion - Horde
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Kraken - Solo
Boiling Blast
Spend a Fear to have the Kraken spew a line of boiling water at any number
of targets in a line up to far range. All targets must make a reaction roll with
Agility (20). On a failure, they take 3d20 physical damage. PCs must mark a
stress in order to use any number of armor slots to reduce the damage.
Targets that succeed on the Reaction Roll mark Stress unless they rolled a
critical success.
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Oracle of Doom - Solo
Experience:
Boundless Knowledge +4 Pronounce Fate
Spend a Fear to present a target within Far range with a vision of their
greatest fear. The target must make a reaction roll with Presence (20) or lose
all Hope and take 3d20+10 magic damage that cannot be reduced by armor.
On a success, they take half damage and lose only 1 Hope, or no damage if
they roll a critical success.
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Outer Realms Monstrosities
Reality Quake
Spend a Fear to rattle the edges of reality near this adversary. All targets
within far range must make a reaction roll with Presence (20). Any who fail
become un-stuck from reality until the end of the scene. While an un-stuck
target spends Hope or Armor Slots or marks Hit Points or Stress, they must
always spend/mark double the amount. Targets that succeed mark a Stress.
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Outer Realms Corruptor - Skulk
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Volcanic Dragon: Obsidian Predator - Solo
Divebomb
If this adverary is flying, spend a Fear to pick a spot within Far range. Make
an attack roll with a +7 modifier against all targets within Very Close range of
that spot. Any you succeed against take 3d20+5 phy damage. Targets hit by
Divebomb also mark a Stress and lose a Hope.
Obsidian Scales
Any time Obsidian Predator takes damage, it reduces that damage by 2d8.
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Volcanic Dragon: Molten Scourge - Solo
Motives & Tactics: Incinerate, Douse with Lava, Repel Invaders, Reposition
Stress: 5 Volcanic Breath (Countdown Loop 1d8) Activate when a hostile target is
spotted. This ticks down every time a token is placed on the action tracker.
Experience: When triggered, this creature breathes a flow of lava on all targets in front of
Military Scholar +5 them within far range. They must make a Reaction roll with Agility (21). On a
failure, they take 3d20 phy damage, mark 1d4 Stress, and are Vulnerable until
they heal a hit point. On a success, they take half damage and mark 1 Stress.
Lava Splash
Whenever Molten Scourge marks HP, molten blood gushes forth from the
wound and all creatures within Very Close range must make a Reaction roll
with Agility (19). On a failure, they ttake 6d6 phy damage. Creatures that
succeed take half damage, or no damage if they roll a critical success.
Cracked Scales
Any time Volcanic Dragon takes damage, it reduces that damage by 1d8.
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Volcanic Dragon: Ashen Tyrant - Solo
Ashen Cloud
Spend a Fear to smash the ground and kick up ash everywhere within Far
range. Ranged attacks through this area are at disadvantage. Any creature
taking an action within the ash cloud adds two tokens to the action tracker.
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Hallowed Forces
HP: 15 Judgment
Spend a Fear to mark a character as Guilty in the eyes of the High Seraph’s
Stress: 5 god. Only one character may be marked by High Seraph at a time. While so
marked, the target does not gain Hope on a result with Hope. When High
Experience: Seraph hits a target marked as Guilty, they deal physical damage equal to
Divine Knowledge +3 20+the target’s Major threshold (instead of their normal attack damage).
God Rays
Mark Stress to reflect a sliver of the majesty of High Seraph’s god as a searing
beam of light that hits up to twenty targets within Very Far range. Anyone hit
by the beam must make a reaction roll will Presence (21) or suffer 10d6 magic
damage. Targets marked as Guilty have disadvantage on this roll. Anyone
that succeeds on the roll takes half damage. Targets that roll a critical
success take no damage.
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Hallowed Archer - Ranged
Stress: 2
Fallen Horde
Motives & Tactics: Command, Cultivate, Drive Out, Preserve the Forest
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Fallen Sorcerer - Support
Nightmare Tableau
Mark Stress to create a powerful illusion that traps a target within Far range
in a tableau of their worst fears. While trapped they are Restrained and
Vulnerable, but may break free by succeeding on a roll with Instinct (18). On a
failure of any kind on that roll, the GM takes a Fear. Each time a trapped
character makes a roll to escape, the Fallen Sorcerer must mark Stress or 1
HP.
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Fallen Warlord: Realm-Breaker - Leader
All-Consuming Rage
Countdown (Loop 12 - Decreasing)
Activate when a hostile creature is spotted. This ticks down every time a
token is placed on the action tracker. When triggered, create a torrent of
incarnate rage that rends flesh from bone. All other creatures within Far
range must make a Reaction roll with Presence (19). Any that fail take 3d20
magic damage. Creatures that succeed take half damage. For each HP
marked, summon one Fallen Shock Troop within Very Close range of the
injured target.
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Fallen Warlord: Undefeated Champion - Leader
Motives & Tactics: Rant, Punish the Defiant, Secure Victory at Any Cost.
Endless Legions
Spend a Fear to summon a number of Fallen Shock Troops equal to
twice the number of players. They appear at Far range.
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PART FIVE
A large portion of TTRPG play includes the act of customization based on the needs and desires of your
table–personalization doesn’t stop after the act of character creation. Below you will see the beginnings
of some recommendations for ways to modify Daggerheart based on your needs and desires.
You’ll notice portions of this section are currently unavailable. As our team continues to refine mechanics,
we’ll update and expand upon this text.
Homebrew Guide
Balance
Custom Adversaries
Custom Equipment
Card Templates
376
Appendix
Important Terms
Character Sheets
Character Guides
Ancestry Deck
Community Deck
Subclass Decks
Domain Decks
Index
377