Environments WIP - Sep 2025 (Patreon)
Content
My second bigger release for Daggerheart-compatible material will probably be a book of environments. I've got a lot already written and there seems to be a lot of interest in and excitement about environments. I have some Tier 3 and Tier 4 environments yet to write, and I'm estimating that the book will have around 30 environments in total.
So here are the WIP drafts of a majority of the environments that will be in the book, including some seen in this week's stream like Perilous Journey and Burning Sands.
Tier 1 Environments
BANDIT ATTACK
Tier 1 Event
A coordinated raid on a settlement by a bandit gang, in pursuit of wealth.
Impulses: claim loot, punish spread terror
Difficulty: 12
Potential Adversaries: Jagged Knife Bandits (Bandit, Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)
FEATURES
Intentional Chaos – Passive: The bandit’s attack has the townsfolk running scared. The bandits have rolled in a cart for all the loot they intend to steal, which they park in the center of town while the bandits steal and terrorize the populace. A PC may move or sabotage the cart with an action roll, interfering with the bandit’s ability to make a getaway with the loot.
How can we tell this cart has been through several other raids?
Everybody Panic! - Action: Spend a Fear to have a group of townsfolk panic, scattering and becoming Vulnerable until calmed down.
What are the ancestries and look of the people panicking? What dangerous situations do they create in their attempts to flee?
Everything That isn’t Tied Down – Action: Spotlight a bandit to have them claim an armful of valuables from a person or household. While they have their arms full, they are Vulnerable.
What did they grab: clothing? Jewelry? A religious object? Livestock? Do they have obstructed vision, is the loot stuffed in a big bag? Is it damaged from a struggle with the owner?
Make an Example – Action: Spotlight a bandit to make an attack against a civilian within Close range. On a success, the townsfolk takes damage and is knocked out of the fight. Set a Consequence Countdown (2). When the countdown triggers, the townsperson dies of their injuries. The townsperson can be saved with a Knowledge Roll or by any effect that clears HP before the countdown triggers.
Who did the bandits pick out? Is the civilian armed? What were they protecting?
Magical Mishap - Action: A bandit throws an arcane shard to scatter the townsfolk. Due to malice or poor luck, they start a fire comprising an area with a radius of a Melee range. Tell the player of the closest PC to roll their Fear die. If the result is higher than the current Fear total, gain 2 Fear. Then activate the Spreading Fire feature.
What catches fire? Does the soldier take responsibility for what they’ve done or just leave the people to fend for themselves?
Twisting the Knife - Reaction: When a townsfolk is killed by a swarm attack, gain a Fear.
How do they die? Who witnesses this, and how did they know the deceased?
Spreading Fire – Reaction (Environment Change): When a fire breaks out, activate a Countdown (Decreasing Loop - 3) that ticks down on each roll with Fear. Each time the countdown triggers, the fire grows by one range band (Melee to Very Close, Very Close to Close, etc.). When the countdown re-sets to 0, the fire has spread to the point where it threatens the entire town - introduce the Raging Fire environment and immediately activate the Flame Plume feature.
What catches fire? Who is around to see it? What lives and precious items are threatened by the blaze?
Cut and Run – Reaction: When half of the bandits or the Lieutanant have been defeated, the bandits give up on the raid and try to escape with the loot they’ve gathered (in the cart or held in their arms).
Do they all leave the same direction? Do they take the cart or just leave on foot? Do they help their injured comrades or collect their fallen?
DESECRATED GRAVEYARD
Tier 1 Exploration
A place of rest turned into a misty maze of hazards, haunted by the unquiet dead.
Impulses: disturb the peace of the dead, make grief tangible, Memento Mori
Difficulty: 11
Potential Adversaries: Giant Rat Swarm, Skeletons (Dredge, Knight, Archer, Warrior), Zombies (Brawny Zombie, Patchwork Zombie Hulk, Rotted Zombie, Zombie Pack)
FEATURES
Fell Magics – Passive: Something here has compelled the dead to rise from their graves and attack the living. Start a Progress Countdown (6) to represent the PC’s investigation. They might look for signs of necromancy (Instinct), identify magical symbols (Knowledge), haul open sarcophagi to find disturbances (Strength), or so on. When the Countdown is triggered, the PCs discovers the full truth about the disturbance, pointing the way to the party responsible.
Where within the graveyard can they find these clues? Would the culprit conceal their work or put it out in the open to declare their ambitions?
Aura of Death – Passive: Grief weighs heavily on those that intrude. Any PC that fails an action roll with Fear must lose a Hope. If they cannot lose a Hope, they mark a Stress.
Which characters have had to bury a loved one? What loss does this place remind you of?
Concealing Mist – Action: An unnatural tide of mist covers an area with a Far diameter. Anyone within the mist takes disadvantage on any rolls against a target beyond Close.
What feature of the mist is subtly wrong and unnerving? Does it block out light entirely rather than diffuse it? Does it carry a disturbing smell or emit impossible whispers?
Empty Graves – Action: Spend a Fear to summon a Zombie Pack or a number of Skeleton Dredges equal to the number of PCs. The adversaries dig themselves out of their graves to appear at a Close distance.
What tatters of clothes or other features provide a sliver of insight into who these people were in life? How do they move as they advance – are they jerky, swaying, or eerily steady?
Grasping Claws – Reaction: When a PC moves through concealing mist away from the group, they must make a Finesse Reaction Roll as the hand of an undead bursts from the ground to try and grab them. On a failure, the target takes 1d6 physical damage and becomes Restrained until they make a Strength or Finesse Roll. On a success, the target must still mark a Stress.
What do you feel more – the grip as cold as the grave or the heat of the blood drawn by their hungry flailing?
PERILOUS JOURNEY
Tier 1 Traversal
A dangerous trek across uncertain climes through a variety of threats.
Impulses: Exhaust resources, sap willpower, show the price of curiosity
Difficulty: 12
Potential Adversaries: Acid Burrower, Bandits, Beasts (any)
FEATURES
Begin with a Single Step – Passive: When the party sets out on a perilous journey, activate a Progress Countdown based on how long it will be to complete (4 – short, 6 – normal, 8 – long, 10 – very long). When the environment is introduced and after each completed roll to progress this countdown, describe where the PCs are in the journey and convey what challenges are present at this stage. When the countdown is triggered, describe the group arriving at their destination and what awaits them and tell each PC to gain a Hope.
What does the surrounding landscape look like? What threats can the PCs anticipate and what lie in wait to surprise them?
Bad Weather – Action: Once per session while this environment is active, introduce inclement weather that complicates the journey. All PCs mark a Stress or lose a Hope. If the party presses on, the next roll to progress the journey countdown is made with disadvantage. If they try to wait out the weather by taking a rest, the GM gains an additional 2 Fear or can tick down a long-term countdown by 1.
What kind of weather is it? How does it foul the mood among the party? What cover exists nearby to wait it out?
Opportunists – Action: Spend a Fear to summon a group of adversaries equal to the default battle points budget for the party. You may spend an additional Fear to increase the battle point budget by 2 or force the PC with the highest Instinct to make an Instinct Reaction Roll to sense the attackers as they approach. On a failure, the PCs are caught unawares and an adversary immediately takes the spotlight.
How many other travelers have these adversaries accosted? What favorable terrain assists the foe’s attack? Why didn’t the PCs notice the adversary as they approach?
Dangerous Feature – Reaction: When a PC fails a roll to advance the Progress Countdown for the journey, describe a physical hazard or mishap that deals them 1d10+2 phy damage. You may also spend a Fear to increase the Countdown by one (tick up, not down) as you describe how this setback complicates the journey.
What is the source of the injury? Does the PC’s failure make other character’s traversal more difficult?
PURSUED
Tier 1 Event
The party is actively chased by pursuers with ill intent.
Impulses: apply pressure, induce paranoia, wear you out.
Difficulty: Special (see “Relative Strength”)
Potential Adversaries: any
FEATURES
Hunters and the Hunted - Passive: Set a Progress Countdown (6) for the party to represent their escape attempts and a Consequence Countdown (6) to represent the pursuers giving chase. If the party triggers the Progress Countdown before the Consequence Countdown triggers, they give their pursuers the slip. If the Consequence Countdown triggers first, the pursuers have caught up – take 2 Fear as the pursuers confront the party.
What do you do to delay their pursuit? Are they just faster than you, or do they have some other advantage? What do you fear they’ll do if they catch up?
Relative Strength - Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty.
Which adversary is the least prepared? Which one is the most?
Unexpected Setback - Reaction: On any failure rolling to advance the Progress Countdown, spend a Fear to advance the Consequence Countdown by an additional 1.
How does this go worse than you expected? What good luck speeds your pursuers?
PURSUERS
Tier 1 Event
The party is actively chased by pursuers with ill intent.
Impulses: provoke rash action, look ahead, wear you out.
Difficulty: Special (see “Relative Strength”)
Potential Adversaries: any
FEATURES
Hunting Prey - Passive: Set a Progress Countdown (6) for the party to represent their chase and a Consequence Countdown (6) to represent the pursued party’s attempts to escape. If the Consequence Countdown triggers first, the pursued party has given the party the slip and escaped for now. If the party triggers the Progress Countdown before the Consequence Countdown triggers, they catch their quarry, forcing a confrontation and causing the GM to lose 2 Fear.
What do you do to gain ground? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away?
Relative Strength - Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty.
Which adversary is the least prepared? Which one is the most?
Unexpected Setback - Reaction: On any failure rolling to advance the Progress Countdown, spend a Fear to advance the Consequence Countdown by an additional 1.
How does this go worse than you expected? What good luck speeds your quarry?
RAGING FIRE
Tier 1 Event
A quickly-growing fire with no signs of stopping. It consumes greedily, leaping gaps thanks to the strong wind.
Impulses: Consume flammable material, fill the air with smoke
Difficulty: 13
Potential Adversaries: Minor Fire Elemental, Beasts (Dire Wolf, Bear), Red Ooze, Tiny Red Ooze
FEATURES
Fire’s Spread - Passive: A fire has already begun to spread. When this environment first takes the spotlight, activate a Countdown (Decreasing Loop - 4). When the countdown triggers, the fire spreads by a Close distance and you gain a Fear. When the countdown re-sets to 0, the fire has grown past the point of no return. PCs must mark 1d4 Stress to take an action, and most adversaries will flee for their own safety.
Where will the fire spread if left untouched? What lives are threatened? What part of your clothes or gear catches fire?
Landscape of Flame - Passive: Any PC attempting to maneuver through the environment cannot move more than a Very Close distance as part of an action without making an Agility or Finesse Roll. On a failure, they take 1d6 physical damage and mark a Stress.
What burning object lies in your path? Could you potentially move it to clear the way?
Plume of Flame: Action - Spend a Fear to have a plume of flame burst within the environment. Every PC within Very Close of the burst must make an Agility Reaction Roll or take 2d10+2 phy damage and mark a Stress. On a success, targets still mark a Stress.
Where does the flame burst come from? What is destroyed in the process?
Choking Smoke: Reaction - When a PC fails a roll, they must mark a Stress from smoke inhalation.
What do they have to block out the smoke? What does choking on the smoke cause them to miss or fumble?
ROAD BLOCKADE
Tier 1 Traversal
A fallen tree, upturned cart, or other sizable obstruction that blocks the road.
Impulses: Bar travel, create opportunities, raise tensions
Difficulty: 10
Potential Adversaries: Jagged Knife Bandits (Kneebreaker, Lackey, Shadow) Bear, Dire Wolf, Merchant
FEATURES
Disrupted Passage – Passive: The road forward is blocked by a heavy obstruction. Removing it or moving it to allow passage for horses, carts, or other vehicles requires a Progress Countdown (4).
What is blocking the road? Did it happen naturally or was this manufactured? How long ago did this happen?
Irritated Traveler – Action: Introduce a Merchant and their cart, a traveling party, or other group of NPCs whose travel is interrupted by the obstruction. They’re quick to make this inconvenience everyone’s problem. Whenever a PC rolls a result with Fear, all PCs present must mark a Stress as the waylaid travelers grouse, complain, or panic.
What are their names and where are they headed? Are they working with the party that created the obstruction or just another potential victim? Do they recognize someone in the party?
Lying in Wait – Reaction: Would-be ambushers are using the obstruction as advantageous terrain for their hunt. When a group comes within Close of the obstruction, the PC with the highest Instinct must make a Reaction Roll to notice the attackers. On a success, the PC can warn the party and their allies in time. On a failure, introduce opportunistic adversaries (examples: 3 Dire Wolves, a Bear, or a Jagged Knife Shadow, a Jagged Knife Kneebreaker, and a number of Jagged Knife Lackeys equal to the number of PCs). One of these adversaries takes the spotlight immediately.
Did they cause the obstruction or are they merely opportunists? What will it take to make them relent? Have they been watching for long? Do they have a camp nearby?
When It Rains… - Action: Spend a Fear to introduce a torrential rainfall. Increase the Progress Countdown by 2 steps (2 goes back to 4, etc.) as removing the obstruction becomes more difficult.
How does the weather make travel harder even once the obstruction is cleared? Is there shelter from the rain nearby, and is that shelter already occupied?
STAMPEDE
Tier 1 Event
A large group of animals pushed into a dangerous charge through a specific area.
Impulses: trample underfoot, force panicked animals to go with the flow, kick up dust
Difficulty: 11
Potential Adversaries: Animals (any), Merchant,
FEATURES
Deafening Noise - Passive: As the stampede approaches, they are heard before seen. Rolls to understand speech or discern sounds other than the stampede are made at disadvantage.
What rhythm does the stampede remind you of as the rumbling shakes your bones? What sounds of nature are obscured by the stampede? Are the stampeding animals crying out as they charge?
Thundering Hooves – Passive: Movement through the stampede requires an Agility Roll to leap from cover to cover or another action as appropriate. If a PC rolls a failure on one of these rolls, they take 1d6+5 phy damage and become Vulnerable until they next take the spotlight.
What kind of cover is available? What parts of the animal can you climb or leap on? How do the animals respond? What flashes through your mind as you fall and the feet/hooves come down on you?
Crashing Through – Action: Select an object in the path of the stampede. Spend a Fear and make a Reaction Roll for the stampeding animals with a difficulty based on the size and toughness of the object (6 for a cart, 10 for a market stand, 15 for a house). On a failure, the object is trampled and wrecked by the stampede.
What damage occurs even if the object isn’t destroyed? What is left behind if it is trampled? Are any of the stampeding animals hurt in the process?
Here and Gone – Reaction: When the stampede starts, set a standard countdown (6). When the countdown triggers, the stampede has passed through the immediate area and the danger is passed. The GM can spend a Fear to declare that the stampede is now moving on to another vulnerable target and set a Standard countdown (4) until they reach that target.
What caused the stampede? Where is it headed and what will happen if the animals don’t calm down soon? What could cause the animals to calm and stop?
Nowhere to Hide – Reaction: If a PC starts their spotlight in the midst of the stampede, they must make a Strength or Agility Reaction Roll or suffer 1d6+5 phy damage from being trampled.
How do they stand against the living tide or avoid the charging animals? What are they trying to do other than stay safe?
TOWN FESTIVAL
Tier 1 Social
A local celebration tied to an anniversary or holiday, transforming the entire neighborhood or town into a festival atmosphere with a day of games and celebration.
Impulses: bring in visitors, build community, test skill, build community
Difficulty: 9
Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard) Merchant, Petty Noble, Sellsword
FEATURES
Fun & Games: The town celebrates the holiday with activities of all sorts, from games of chance to displays of skill. For each game, make an action roll using the relevant trait. Any success on an earns a handful of gold and a ribbon. The PC with the most ribbons over the course of the festival wins a prize roast worth three handfuls of gold plus an item from the loot table (roll 1d12).
Obstacle Course (Agility)
Arm Wrestling (Strength)
Puzzle Box (Finesse)
Egg Hunt (Instinct)
Singing Contest (Presence)
The Maze of Riddles (Knowledge)
Who are the PCs competing against? Other adventurers? Local favorites? Traveling performers and attention-seekers? Undercover cultists scoping out targets?
Just Who I Was Looking For – Action: A mysterious stranger approaches the party once they’ve earned at least three ribbons. They’re looking for capable and ambitious people to help them track down a local legend that could make them all rich.
Who is this mysterious patron? Do they have a secret agenda? Is this legend real, or is it a cover for something stranger?
Embarrassment – Reaction: When a PC fails an action roll during one of the games, they must mark a Stress as the crowd laughs at their misfortune.
Who leads the jeering? Does it turn cruel or stay playful? What fellow competitor joins in on the teasing?
Ill Omen – Reaction: On a success with Fear for one of the activities, something happens around the game or during the activity that suggests the possible of future trouble. Someone appears ill, a flock of ravens passes overhead, the weather turns sour, etc.
Who in the crowd notices the ill omen? How much do locals take this as an omen vs. bad luck? What element of a character’s backstory does this moment echo?
Tier 2 Environments
BURNING SANDS
Tier 2 Traversal
A wide expanse of desert -- dunes of sand dotted by cacti and scrubland--sprawling beyond the horizon and promising a desiccated doom to any that enter.
Impulses: consume water, exhaust travelers, tempt folly with mirages
Difficulty: 14
Potential Adversaries: Giant Eagle, Glass Snake, Mortal Hunter, Merchant Baron, Spectral Archer, Spectral Captain, Spectral Guardian
FEATURES
Rolling Dunes - Passive: Travel across the desert is disorienting and exhausting. Set a Progress Countdown (8) representing the journey. Characters might roll Instinct for navigation, Knowledge to recall a route or analyze a map, Presence to keep up the spirits of the traveling party, Strength to pull a cart, etc.
What landmarks let the party know they’ve gone in circles? What carrion-eaters watch the party as they languish? What insight might they gain from local animals?
No Place to Hide – Passive: The punishing sun makes taking downtime during the day impossible unless the PCs find meaningful cover from the heat.
What dangers lurk in the night while the party rests? Do they travel at night as well, or just rest and plan for the next day?
Mirage – Action: Spend a Fear to create a mirage on the horizon. Each PC must make an Instinct Reaction Roll to identify the mirage as fake. On a failure, a PC can take a Hope if they insist that the mirage is real and increase the Rolling Dunes Progress Countdown by one as they take the group off-course to confirm.
What form does the mirage take? Is it a fake oasis, a friendly traveling party, a hated foe, or something else?
Sandstorm - Action: Spend 2 Fear to introduce a sandstorm. Call for a Group Action (with the leader probably rolling Instinct) to represent the group finding cover before the storm hits. On a failure, each PC marks 1d4+1 Stress. On a success, each PC marks a Stress. Once the Sandstorm clears, the next roll to traverse the desert is made with disadvantage due to the changed landscape.
Who notices the sandstorm first? How do the PCs protect themselves from sand getting everywhere in their clothes and supplies? What is lost in the scramble to find cover?
Shifting Sands – Reaction: After a sandstorm or downtime, reveal something that had been buried by the sand but is now accessible.
Do they find the ruins of a settlement that could serve as shelter? Do they find a wrecked merchant caravan with goods intact, wondering what happened to the merchants?
Oasis - Reaction: If a PC rolls at least a 19 (or a critical) on a roll to navigate within the environment, they locate an oasis. Each PC immediately gains a Hope. Additionally, while in the oasis the PCs they may take downtime during the day despite the No Place to Hide feature.
What makes this oasis so hard to find? Is anyone else present when you arrive? Has someone tried to seize this site by force?
Punishing Heat – Reaction: When a PC makes an action roll to traverse the environment during the day, they must then make a Strength Reaction Roll or mark a Stress and lose a Hope.
Where do you most feel the heat? What do you do to try to stay cool? Are you still sweaty when the sun goes down and the temperature drops?
CORRUPT COURT
Tier 2 Social
A warded courtroom that ensures the state’s enemies are found guilty, presided over by a local official, with witnesses.
Impulses: compel testimony, enact the state’s will, scrutinize details, vilify defendants
Difficulty: 15
Potential Adversaries: Assassin Poisoner, Courtesan, Knight of the Realm, Masked Thief, Royal Advisor, Spy
FEATURES
Foregone Conclusions - Passive: A magical enchantment compels truth from defendants but not of the judge or prosecuting magistrates. PCs gain disadvantage on attempts to lie and must mark a Stress to make such an attempt.
Where is the enchantment situated? Does the judge know when the magic is being resisted? Do the locals know how this enchantment works?
Playing to the Crowd – Passive: The court will find you guilty, that much is certain. What is less certain is whether the audience accepts the result. When the trial starts, activate a Progress Countdown (6) representing the PCs’ attempts to prove their innocence and/or the court’s corruption and a Standard Countdown (3).
· If the Progress Countdown triggers before the Standard Countdown, the locals are convinced that the trial is invalid and throw their support behind the PCs (launching a breakout attempt, convincing a guard to look the other way when the PCs try to escape, etc.).
· If the Standard Countdown triggers before the Progress Countdown, the trial concludes with a guilty verdict before the PCs can move the locals to action and each PC loses a Hope.
How do the judge and magistrate put their thumbs on the scales? What fraudulent evidence or testimony twists the truth? Is everyone that works at the court in on the fix? What would happen if an employee of the court exposed the corruption?
Surprise Witness– Action: Spend a Fear to introduce an unexpected witness to provide crucial (and potentially false) testimony.
Who is this witness? Have they been paid off, coerced, or misled? What testimony do they provide?
Judge’s Rebuke - Reaction: When a PC makes an attempt to point out the court’s corruption, the Judge rebukes them sharply. The PC must make a Presence Reaction Roll or mark a Stress from the belligerent censure.
Does the judge believe the court is in the right or truly believe they make the rules rather than enforce them? What does the judge say to put the PC "in their place"?
HERO'S TOMB
Tier 2 Exploration
The final resting place of a long-dead local hero, warded by magic and containing magical treasures.
Impulses: Entice adventurers, honor the dead, repel intruders
Difficulty: 13
Potential Adversaries: Battle Box, Construct, Masked Thief, Swarm of Rats
FEATURES
A Story of Their Life – Passive: The tomb contains numerous paintings, carving, and bass reliefs recounting the hero’s life and notable deeds. Studying these depictions requires a Knowledge Roll to pick up salient details. Success grants advantage on any puzzles within the tomb, which all refer to the hero’s biography.
What form do these narratives take? Does the hero share a community with one of the PCs? What are they most known for, and which of their accomplishments has been largely forgotten or hidden for some reason? What villains did they face?
Path of Trials – Passive: The tomb contains puzzles to test the wit and knowledge of visitors. Solving the puzzle requires a Group Action Roll with Knowledge, though allies can contribute with any trait that makes sense (Strength for moving pieces, Finesse for fine object manipulation, Instinct for noticing crucial details, etc.) On a failed Group Action Roll to solve the puzzle, all PCs suffer a Stress.
What facts from the hero’s biography help solve the puzzle? Which of the hero’s great deeds does the puzzle echo?
A Hero’s Raiment – Passive: If the PCs reach the hero’s sarcophagus and have proven themselves worthy through solving the puzzles or showing their prowess in battle with the hero’s spirit, they can open the sarcophagus and claim a powerful Tier 2 weapon, armor, and gear that was buried with the hero.
What is this item named? How did the hero come to possess it, and what challenge did they overcome thanks to its power?
Vanquish the Unworthy – Action: The hero’s ghostly form emerges to drive away those they view as unworthy of taking on their legacy. Summon a Spectral Captain at Close distance have it immediately take the spotlight. If defeated, the hero may judge the PCs worthy and disable any remaining traps or puzzles within the tomb.
What action prompted the hero’s ire? What famous weapon do they wield? What about their appearance makes it clear they are from a previous era?
SHIPWRECK
Tier 2 Exploration
The mostly-submerged remains of a ship washed ashore after meeting its demise some months or years ago.
Impulses: drown the curious, let what is lost sink and be forgotten, tempt looters
Difficulty: 15
Potential Adversaries: Electric Eels, Pirates (Captain, Raiders, Tough), Spectral Forces (Archer, Captain, Guardian), Shark, Siren
FEATURES
Sunken Mysteries - Passive: Since most of the ship is under water, PCs will need to swim and dive to investigate the wreck site. Characters may make an Instinct Roll to investigate. The more mundane details of the ships fate and its cargo can be found with a normal roll, but the deeper secrets require an Agility Roll to swim far enough to be able to find the greater secrets of the ship.
On a success, roll 1d4 (1d4+2 if they rolled 18 or above or succeeded while searching the deeper places of the ship) to determine what they find:
1) Two handfuls of gold
2) A bag of gold and a consumable (roll 1d12 on the consumables table)
3) Two consumables (roll 1d12 twice on the consumables table)
4) A notable item (roll 2d12 on the loot table)
5) A partial map to a hidden location.
6) A significant item (roll 2d12+20 on the loot table), but it’s very recognizable and someone very dangerous wants it.
What caused this ship to wreck? What secrets died with the crew? Did anyone survive? Do the ghosts of the crew haunt the wreck, protecting their treasure?
Shallow Grave – Spend a Fear to manifest the ghosts of the crew to “protect” their loot. Summon a Spectral Captain and two Spectral Guardians (plus a Spectral Archer or additional Spectral Guardian for each PC beyond 3), all of whom appear at a Close range. They can move and attack through the water without issue.
Is it just greed binding their spirits to the ship, a side-effect of some artifact they were transporting, or the circumstances of their deaths? How hard will it be to make them accept that they’re dead and wealth no longer means anything?
Blood in the Water – Reaction: Once per scene, when a PC marks one or more HP, spend a Fear to summon 2 Sharks, which appear at Close range and take the spotlight immediately.
Were the sharks already nearby? Have they eaten some of the crew, or other would-be graverobbers?
THUNDERSTORM
Tier 2 Event
A dangerous roiling storm of lightning, thunder, and torrential rain.
Impulses: Soak the field. Drive people into cover or shelter. Start fires
Difficulty: 14
Potential Adversaries: Chaos Skull, Failed Experiment, Mortal Hunter, Spectral Archer, Spectral Guardian, Spectral Captain
FEATURES
Torrential Downpour - Passive: Heavy rain obscures vision and soaks the ground. All attack rolls and action or reaction rolls to maneuver or maintain balance suffer disadvantage.
What shape is the rain? What direction is the storm coming in from? Where are rivulets forming? How are you protecting your eyes from the rain?
Lightning Strike - Action: Spend a Fear to have a bolt of lightning strike the ground. If it strikes where a PC is, they must make an Agility Reaction roll. On a success, they mark a Stress. On a failure, they take 2d8+4 direct physical damage.
Do you cover your ears to protect against the deafening thunder? Do you keep your footing when you dodge the lightning?
Slip and Fall - Reaction: On any failed Attack Roll, the attacker must make an Agility Reaction Roll to keep their balance. On a failure, they mark a Stress and become Vulnerable until they next take the spotlight.
How do you land? Is your vision obscured? What’s nearby to use to pull yourself back up?
Carrion Stormcrow – Action: Spend 2 Fear to summon a Mortal Hunter and a number of Failed Experiments equal to the PCs in the scene. These adversaries appear at Close distance to prey on mortals driven to fear by the storm.
Is the storm natural, or is it related to these foes? Has the Mortal Hunter been following the PCs for a while, or did the PCs just get unlucky?
TWISTING CAVERNS
Tier 2 Traversal
Tunnels and cavern chambers in a honeycomb maze leading in a dozen directions.
Impulses: delay progress, force travelers to double back, swallow light
Difficulty: 14
Potential Adversaries: Stonewraith, Minotaur Wrecker, Mortal Hunter, Failed Experiment, Cultists (Adept, Fang, Initiate, Secret-Keeper)
FEATURES
Subterranean Maze - Passive: Any attempt to navigate through the caverns requires completing a Progress Countdown (4), with a larger countdown required for more complicated routes.
How can you tell parts of the cavern apart? Do the tunnels change in elevation? Are these all natural tunnels, person-made, or a combination?
Lucky Find – Passive: Any critical on a roll navigate leads to an unexpected benefit, with loot, a safe place for a short rest, etc.
What do they stumble upon? Why has this object not been found or taken already? What about this spot is safe or comforting enough for a rest?
Cave-In - Action: Pick a point and spend a Fear to cause a part of the ceiling to collapse, blocking a way forward or back. All targets within Very Close of the point must make an Agility Reaction Roll or suffer 2d20 phy damage and become Restrained until they or another PC succeeds on a Strength or Finesse roll.
What caused the cave-in? Was is instability left by mining efforts?
Underground Predators - Action: Spend a Fear to summon a number of Stonewraiths equal to the number of PCs. They have been following the party, smelling through the stone, and chose this moment to strike. Spotlight one of the Stonewraiths immediately.
Was their last hunt successful, or are they getting desperate and that’s why they’re attacking armed adventurers?
Ominous Echoes – Reaction: On any result with Fear, something from the PC’s actions or another sound elsewhere in the caverns creates a strange echo. All PCs must make an Instinct Reaction Roll to correctly process the sound and the direction of its source or mark a Stress.
Why do echoes carry so well in this place? What other sources of strange sounds could generate something so disturbing?
THIEVES’ GUILD
Tier 2 Social
The guildhouse (official or not) for the organized crime of the settlement.
Impulses: coordinate jobs, gamble with loot, jockey for position, trade tips on possible marks.
Difficulty: 15
Potential Adversaries: Assassins (any), Jagged Knife Bandits (any), Masked Thief, Spy
FEATURES
Thieves’ Cant - Passive: Members of the guild speak in a specific coded language of double and triple-meanings. Any PCs without an appropriate background or experience take disadvantage on any roll to understand or communicate using thieves’ cant.
How do the thieves conceal their intents? What metaphors, similes, alliterations, or other linguistic devices do they use to communicate their secret intent? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away?
Trawling for Work - Passive: A PC that has been welcomed in to the guild (as a member or guest) can ask around for leads on honest crime or tips on how to outsmart a target. On a successful Presence Roll, the PC gains a lead on a job or a clue that will grant advantage on their next roll to address a specific challenge.
What information are you looking for? Does anyone here have it? Was someone here already planning to do what the PCs want to do?
A Friendly Game - Action: Offer one or more PCs the chance to Clear Stress as if it were a short rest by gambling with the local members. Stakes start at a Handful of Gold per hand. Let them choose which trait to use to attempt to win.
Who is your main competition at the table? What house rules complicate your efforts? Are you really trying to win, or do you have another agenda?
Knives Out – Reaction: If a PC is discovered to be cheating or trying to get one over on the thieves, the guild closes ranks against the interloper. That PC will be thrown out (or worse) unless they succeed on a Presence Reaction Roll to explain themselves.
What sets them off? How do you try to recover face under threat of extreme violence?
CURSED VALLEY
Tier 2 Traversal
A necromantically-tainted valley where life itself is sapped from all those that intrude.
Impulses: constrain travel, fortify the dead, siphon life force
Difficulty: 15
Potential Adversaries: Failed Experiment, Mortal Hunter, Skeletons (Archer, Dredge, Knight, Warrior), Zombies (Brawny, Pack, Shambling, Patchwork Hulk)
FEATURES
Inimical to Life - Passive: Whenever a PC clears HP, they clear half as many HP.
How does the corruption manifest when characters tend to their wounds? What does it feel like to try to do healing magic in this valley? Do wounds fester when they should heal, do they just close more slowly?
Every Step A Trial - Passive: Merely walking through the valley is exhausting as life is sapped from your body. Set a Progress Countdown (8) when the PCs enter the valley. When the countdown triggers, the PCs have crossed the valley and are able to leave the environment.
Where do you feel the life being sapped from you? What signs of fallen travelers do you see? Are animals subject to the same magic, or are scavengers unaffected?
Deadly Wind - Action: Spend a Fear to introduce an intense enervating wind that passed over the party. Each PC must make a Strength Reaction Roll or mark 2d10 direct mag damage. On a success, targets still mark a Stress.
What does the wind look like? What happens to creatures killed by the wind? Do the PCs realize the chalky sand they’re walking on is the ground-down bones of unfortunate travelers?
Unliving Patrols – Action: Spend 2 Fear to introduce a Zombie Pack, which appears at Far distance from a cloud of bone dust.
How can you tell these creatures used to be travelers and former adventurers? How long have they walked this valley seeking flesh?
Miasma of Despair – Reaction: When a PC takes damage but does not mark HP, they lose a Hope. If they have no Hope, they must mark HP.
What old injury are you reminded of? How can we tell that the PC’s Hope is faltering? What heroes was the original enchantment on the valley meant to stymie?
Tier 3 Environments
ANCIENT CITY
Tier 3 Exploration
A largely-intact abandoned city from a past civilization, hidden from casual discovery and containing long-buried secrets.
Impulses: Conceal the truth of history, Preserve the past,
Difficulty: 16
Potential Adversaries: Emotion Demons (Avarice, Despair, Hubris Jealousy, Wrath ) Vault Guardians (Gaoler, Sentinel, Turret)
FEATURES
Wisdom of a Past Age – Passive: PCs exploring the city for books, tapestries, or other information about this civilization may make a Knowledge Roll.
* Critical Success: They learn two secrets and discover a treasure as per a Success with Hope on Wealth of the Lost.
* Success With Hope: They learn two secrets.
* Success with Fear: They learn one secret and a terrible truth.
* Failure with Hope: They can mark a Stress to learn one secret.
* Failure with Fear: They learn a catastrophic truth. All PCs present must mark 1d4+1 Stress.
What innovations and secret knowledge did the people of this city possess? What terrible truths were buried with them? What text, mural, song, or sculpture conveys these secrets?
Wealth of the Lost - Passive: PCs seeking wealth and/or equipment may make an Instinct Roll to navigate to a barracks, shop, or other important site and investigate.
Critical Success: Roll 3d12 on the equipment chart and pick any item within 5 of your result.
Success With Hope: Roll 2d20 and choose the result from the equipment or consumable list.
Success with Fear: Roll 3d12 and take the result from the consumable list.
Failure with Hope: You may mark a Stress to roll 2d12 and take the result from the consumable list.
Failure with Fear: Your investigation leads you into a trap. Each PC with you must make an Instinct Reaction Roll or take 3d20 phy damage from crushing stone slabs swinging down to sandwich you.
What location contains these treasures? Are there remains of the inhabitants? Does it look like people were evacuating? How do these versions of recognizable items differ in look and function?
Magical Reconfiguration – Action: The streets and buildings of the city begin shifting, re-configuring into another formation according to an unseen clock or intelligence that operates the city like a clockwork device. The new configuration reveals a building or feature that was inaccessible before, but the reconfiguration stymies navigation. All Instinct Rolls to navigate are made with disadvantage until the next success with Hope.
What does it look like as the parts of the city shift and reposition? Do they simply move or do they warp, disappear, teleport, or move in some other uncanny manner?
Soul Scavengers - Action: Spend 2 Fear to introduce a number of Emotion Demons equal to the number of PCs, which appear at Very Far distance, drawn by the secrets of the past and able to enter due to the PCs inadvertently breaking the protective seal.
How long has it been since these demons walked the streets of this city? How were they banished, and do the tools to do it still lie within the city?
Flashes of the Past – Reaction: On any Failure with Hope, give the PC a brief flash of memory from the moments leading up to the fate that left the city abandoned and forgotten. The first time this is used in a scene, activate a Countdown (X) where X is equal to the number of PCs. When triggered, the PCs may make a group Knowledge Roll to speculate the reason for the city’s abandonment.
Whose memories are these? What became of these people? What truths remain hidden even if the PCs correctly discern the reason for the fall?
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This text is not official content of Darrington Press or Critical Role and does not represent the opinions or stances of anyone other than Mike themself. This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.