Daggerheart Ideas 2025
Session 0 itinerary
- Introduction
- Ice Breaker
- Playstyles
- Player Playstyle
- Playstyle game?
- Safety
- Deck of Player Safety (Do not fill this out until instructed to protect anonymity)
- The Campaigns
- Story expectation
- Character expectation
- Player expectation
- Choose a Campaign
- Character Leveling Up & XP
- Character Creation
- World Building
- Note Taking Options
- What is next?

The Cursed Kingdom
A once prosperous kingdom now lies under a curse. It was first discovered that village people of Tinkleberg were all turned into stone. The scout from Hammfort who discovered this found that the people in his hometown had also been turned to stone.
The new king and constable of the region called for a group of adventurers to find out what has happened. The party must uncover the source of the curse and find a way to lift it before they suffer the same fate.
Sandboxed World
Sandbox vs Story Driven: More sandbox past the first adventure
Fantasy Level: Above average
Roleplay: High
Exploration: High
Politics: Some
Tactics: Medium
Lethality: Medium
Length: 16 – 24 Months
Buy-in: A group of adventurers start their way from a lowly set of adventurers to heroes that people can depend on as they take on more building their reputation. Think of this as a more heroic journey.
Tone and Feel
Heroic Journey, Adventurous, Modern & Classical Fantasy Mix, Sandbox
Themes
Hero’s Journey, Character Development,
Touchstones
Choose Your Own Adventure Books, The Legend of Zelda: Breath of the Wild, Tales of Earthsea, West March games
Player Principles
- Be determined, be goal oriented
- “I rely on my team…”
- Character growth
- You are in control
Character Guidance
There are no limits or any established lore to talk about.
Character Questions
- People don’t leave a good thing, so what was the one major thing that pushed you into adventuring?
- Do you have a rival? Do they push you to be better or are they an obstacle?
- Who do you know from Tinkerberg or Hammfort? How are you connected to them?
- You’ve been told three times that you are destined for something terrible. Who told you? Which one made you believe it? What do you now do to stop it—or ensure it?
Campaign Questions
- What do people in your hometown think of magic?
- What landmark is said to be cursed, blessed, or both?
- What foods, festivals, or fashions are iconic to the region?
- Who are the folk heroes or villains children grow up hearing about?
Note
This is set in a new world that has not been developed yet. You will have free rein on the world building as well as driving the story based on your character’s goals and ambitions. That means this game requires a lot more buy-in and time from you outside of the game.
This is a more heroic story, which means that dark and brooding characters may not fit the story without buy-in from everyone at the table. It is less of a reactive story and more of a proactive story relying on the player character’s goals. So if your character has no goal to work with everyone it may not fit.

THe Magical Forest
A magical forest has suddenly appeared on the outskirts of the city and the adventurers must figure out why. While undergoing multiple tests of “human kind,” the party must dig deep into their psyches to solve puzzles, defend themselves and prove their worth.
The World of the Feywild
Sandbox vs Story Driven: More story driven than sandbox
Fantasy Level: Very High
Roleplay: Medium / High
Exploration: Medium
Politics: Medium / High
Tactics: Medium
Lethality: Medium
Length: Medium (12 – 18 months)
Buy-in: If ever you wanted a campaign in the Feywild, this is the campaign for you. With magical whimsy and complete utter chaos that the average “human” is not used to.
But not all is chaos as you will find a sense of order in the high courts of the Seelie. Each wanting to twist your political pull against those who work against their interests.
Magic and emotion have been turned up to 11 in this world.
Tone and Feel
High Fantasy, Whimsical, Enchanting
themes
Order & Chaos, Escapism, Transformation & Identity, Bargaining & Consequences, Moral Ambiguity
Touchstones
The Magicians, Labyrinth, Spirited Away, Through the Looking Glass
Player Principles
- Have an anchor and / or a reason to want to escape
- Curiosity may have killed the cat, but not you
- Embrace the whimsey
Character Guidance
Ancestries typically tied to the feywild do not actually have a direct connection to the feywild. You may have heard stories of the feywild growing up but not much more than the average person. These ancestries include Elves with Fey ancestors, Faeries, Fauns, Firbolgs, Fungril with Fey ancestors.
Character Questions
- If you were offered a deal to change one thing about who you are, what would you change and what would the deal be for?
- Do you fear chaos—or crave it? Can your character remember a time where they did one or the other?
- An animal has always understood you too well. It listens when no one else does. What does it protect you from—and what secret does it keep about your origin?
Campaign Questions
- There is a place in the Feywild where your reflection goes missing for a time. What happens while it’s gone?
- What is the most absurd law in a Fey city—and who enforces it with terrifying seriousness?
- What happens when two Fey Courts go to war, and why is it never a traditional war?
- An Archfey is bound to a mortal child. What does the child dream of—and how does it reshape the Archfey’s personality?
Note
Although you start in your homeland you will travel yourselves to the land of the Feywild. Know that people or places in your backstory may not even show up in this story. With that said have your character focus on short term goals. Long time goals should be focused on things that can be accomplished in the Feywild.
The world building is more on GM in this particular game although the players also have a hand in building the story and world as well. Just most of it won’t be tied to your characte

Witchward: The Breaking of the Circle
Haldria has gone silent.
The once-prosperous borderland kingdom, home to Queen Elidra Marane, now lies sealed behind a shimmering barrier of divine magic. No word escapes its walls. No armies march. No prayers return. Her court is trapped. Her people wait. And the world begins to forget.
Whispers speak of the Circle of Three, a coven of witches accused of casting the spell. Whether they serve vengeance, prophecy, or something older still, their magic now holds Haldria in stasis.
You are a Witchward, one of the few entrusted to cross the barrier. Your mission: hunt the witches, break the curse, and restore the Queen’s divine light to the land.
But as your journey takes you through forgotten groves, drowned sanctuaries, and places where truth wears many masks…
Politics and War
Sandbox vs Story Driven: This is a balance between the two
Fantasy Level: Medium
Roleplay: Medium / High
Exploration: Medium
Politics: High
Tactics: Medium
Lethality: Medium
Length: 12 – 18 Months
Buy-in: If you wanted to be set in a world of morally grey decisions this world is for you. This is a more serious setting compared to the other adventures. There is no inherent good or evil, just people doing what they think is right. This will lead into more adventures that bring in politics and war.
Tone and Feel
Morally Grey, Reflective, Dramatic, Fantasy,
Themes
Knowledge vs Faith, Morality, Cycles of Power
Toucstones
Wheel of Time, Dragon Age Inquisition, Princess Mononoke
Player Principles
- Embrace Drama
- Bring Your Character’s Beliefs to the Table
Character Guidance
Humans were exiled from this continent to Arisia after waging war against arcane magic. When the world broke apart, some were left behind on this continent—cut off from Arisia and scattered across the land. These humans either integrated into arcane-reliant societies or remained in isolation within the small kingdom of Hadria where this adventure begins.
For this reason, playing a human is discouraged unless your character was not raised Kingdom of Hadria where most humans on this continent live.
Drakona were not born but instead created by mages centuries ago during the war between the gods. They are a mixture of dragon and other humanoid creatures. Some eggs failed and never hatched, but recently some of the eggs that laid dormant and have birthed new Drakona.
The doors between planes have recently stopped working. Ancestries from other worlds can no longer enter or return to their home plane (this includes Feywild). So ancestries from other realms are either trapped here or were born here.
Character Questions
- Does your character serve a deity? If so how strong is your connection?
- What personal rule have you never broken, and what moment nearly made you do it?
- When you were younger, you believed the world ran on justice. Then you learned it ran on belief. Now, you suspect it runs on something else entirely—what is it?
Campaign Questions
- What is a food delicacy that is common in this land that humans do not understand?
- What are the outlandish rumors you have heard about the Kingdom of Hadria?
Note
This adventure is set in my home-brew world, though on a different continent that has not been developed. So you have control over creating the world. There are some established lore, but mostly for humans. But you can set your own goals and create your own story in this world.
It is encouraged to avoid playing a Human ancestry or if you do roll a Human have a backstory where you were not raised by human society.
This story could and most likely lead to some political role-play in the future as well as possible some skirmish battles due to a possible war breaking out. Depending on the first adventure it could lead to something else.
