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Running an Adventure (GM Guidance and Core GM Mechanics)

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Daggerheart System Reference Document 2.0, PDF pages 85–92. Public Game Content under the Darrington Press Community Gaming License; see Daggerheart SRD for the notice and how to cite. Text is machine-extracted; tables lost their columns. When it matters, the PDF wins.

SRD p. 85

Running An Adventure

Introduction

The GM is responsible for guiding the narrative and
roleplaying the world the PCs inhabit. This section provides
you with advice for running Daggerheart: using the core
mechanics; creating memorable encounters; planning exciting
sessions; selecting, creating, and using GM moves; crafting a
full campaign; running dynamic NPCs; and more.

GM Guidance

These three sections provide a foundation to help you get the
most out of this game. The "GM Principles" are your guiding
star - when in doubt, return to these principles.

GM Principles

Begin and End with the Fiction

Use the fiction to drive mechanics, then connect the mechanics
back to the fiction.

Collaborate At All Times, Especially

During Conflict

The PCs are the protagonists of the campaign; antagonism
between player and GM should exist only in the fiction.

Fill the World with Life, Wonder, And

Danger

Showcase rich cultures, take the PCs to wondrous places, and
introduce them to dangerous creatures.

Ask Questions and Incorporate The

Answers

Ensuring that the players' ideas are included results in a
narrative that supports the whole group's creativity.

Give Every Roll Impact

Only ask the players to roll during meaningful moments.

Play to Find Out What Happens

Be surprised by what the characters do, the choices they make,
and the people they become.

Hold on Gently

Don't worry if you need to abandon or alter something that
came before.

GM Practices

Cultivate a Curious Table

Follow what catches the players' interest to foster an
environment of creative inquiry.

Gain Your Players' Trust

Act in good faith, follow through on your promises, admit your
mistakes.

Keep the Story Moving Forward

Advance the story through escalating action, new information,
or changing circumstances after every action roll, whether it
succeeds or fails.

Cut to the Action

Skip past the boring bits. When a scene drags on, end it.

Help the Players Use the Game

Players have more fun when you help them understand the
system.

Create a Meta Conversation

Empower players to speak out of character, use safety tools, and
ask for clarification.

Tell Them What They Would Know

Don't hide obvious details or important information from the
players.

Ground the World in Motive

An NPC's actions flow from their goals and desires.

Bring the Game's Mechanics to Life

Set a good example of how fiction and mechanics work together
to enhance the game experience.

Reframe Rather Than Reject

If a player's contribution conflicts with the fiction, work with
them to reshape it.

Work in Moments and Montages

When framing a scene, decide which beats should be savored
and which shouldn't linger.
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Pitfalls to Avoid

Undermining the Heroes

If a roll doesn't go well, show how it was impacted by an
adversary's prowess, environmental factors, or unexpected
surprises, rather than the PC's incompetence.

Always Telling the Players What To

Roll

Let the players decide how to handle a challenge.

Letting Scenes Drag

Shake it up or cut away when a scene has concluded, the
table's energy is flagging, or people are talking in circles.

Singular Solutions

Don't get hung up on one right answer to a problem. If the
players have a clever idea, make it work.
Overplanning
Spend your prep time inventing situations instead of scripting
scenes. If the players surprise you, take a break to think
through your options.

Hoarding Fear

Spend Fear when you have the opportunity. The players will
always generate more.
For more in-depth GM guidance, see pg. 140 of the
Daggerheart Core Rulebook.

Core GM Mechanics

Rolling Dice

The GM has no Duality Dice; instead, they roll a single d20
called the GM's Die.

Adversary Attack Rolls

When an adversary attacks a PC, roll your d20 and add the
adversary's attack bonus to the result. If the total meets or
beats the target's Evasion, the attack succeeds; otherwise, the
attack fails. On a successful attack, roll the attack's damage
dice to determine how much it deals.
If you roll a natural 20 on an attack, your roll automatically
succeeds and you deal extra damage. Roll damage normally,
then add the highest number on the damage dice to the total.
For example, an attack that deals 3d6+2 deals 18+3d6+2 on
a critical success; the critical success does not affect the flat
damage modifier.
Note: a critical success on an adversary's reaction roll
automatically succeeds, but confers no additional benefit.

Guidance on Action Rolls

After a player describes a move they want to make during
the game, you might decide an action roll is necessary to
determine how the scene progresses. Use this guide to
determine what to present the player, choosing whichever
option best fits the situation:
- Determine whether the roll is necessary, considering the
PC's Experiences or backstory, the pressure they're acting
under, and the possible outcomes.
- Establish the stakes of an action roll before the player
makes it.
- Communicate any unavoidable consequences.
- If desired, you can offer the player the opportunity to forgo
an action roll in exchange for agreeing to an interesting
outcome, cost, or complication.

Making Moves

As the GM, you have GM moves that change the story in
response to the players' actions. GM moves aren't bound by
specific spells or effects - when you make a GM move, you
can describe the action in whatever way the fiction demands.
GM moves happen during GM turns. A GM turn begins when
the spotlight passes to them and ends when the spotlight
passes back to the players.

When to Make a Move

The GM can make a GM move whenever you want, but the
frequency and severity depends on the type of story you're
telling, the actions your players take, and the tone of the
session you're running.
Make a GM move when the players:
- Roll with Fear
- Fail an action roll
- Do something that has unavoidable consequences
- Give you a "golden opportunity" (an opening that demands
an immediate response)
- Look to you for what happens next

Choosing GM Moves

The result of a player's action roll determines your response:
On a Critical Success, you let the player describe their
success, then give them an additional opportunity or
advantage.
On a Success with Hope, you let the player describe their
success, then you show how the world reacts to it.
On a Success with Fear, you work with the player to
describe their success, then take a Fear and make a GM
move to introduce a minor consequence, complication, or
cost:
- An adversary attacks
- The PC marks a Stress
- You introduce a new threat
- You raise the stakes of the conflict
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On a Failure with Hope, you describe how the PC fails to
get what they want, then make a GM move to introduce a
minor consequence, complication, or cost:
- An adversary attacks
- The PC marks a Stress
- You introduce a new threat
- You raise the stakes of the conflict
On a Failure with Fear, you describe how things go wrong,
then make a GM move to introduce a major consequence,
complication, or cost:
- You put them in immediate danger
- They become the focus of multiple adversaries
- They are separated from their party
- They lose an important opportunity for good.

Quick Reference:

Resolving Action Rolls

If you're unsure how to resolve a roll, think about these quick
phrases:
Success with Hope: Yes, and… (You get what you want and
gain a Hope.)
Success with Fear: Yes, but… (You get what you want, but
there's a consequence, and the GM gains a Fear.)
Failure with Hope: No, but… (Things don't go as planned,
but you gain a Hope.)
Failure with Fear: No, and… (Things don't go as planned
and it gets worse. The GM gains a Fear.)
If the move you should make is not obvious from the fiction,
draw inspiration from the "Example GM Moves" list:
- Introduce a new obstacle or enemy
- Ask the player what happens
- Have the PC mark a Stress
- Tell the players "everything is fine… for now."

Soft and Hard Moves

Soft moves go easier on the players - they give the party new
information about the scene and offer them an opportunity to
react to it. Hard moves are harsher, more impactful, or more
direct - the PCs don't get an opening to interrupt, alter, or
anticipate the outcome.
Use softer moves on rolls with Hope and harder moves on
rolls with Fear.
Example GM Moves
- Show how the world reacts
- Ask a question and build on the answer
- Make an NPC act in accordance with their motive
- Drive a PC to take action by dangling their goals in
front of them
- Signal an imminent off-screen threat
- Reveal an unwelcome truth or unexpected danger
- Force the group to split up
- Make a PC mark Stress
- Make a move the characters don't see
- Show the collateral damage
- Clear an adversary's condition
- Shift the environment
- Spotlight an adversary
- Capture someone or something important
- Use a PC's backstory against them
- Take away an opportunity permanently.

Using Fear

You start a campaign with 1 Fear per PC in the party.
You gain Fear whenever a PC rolls with Fear, the PCs take a
rest (see: Downtime), or when an ability or effect tells you to.
You can never have more than 12 Fear at one time.
Fear carries over between sessions.
Spend a Fear to:
- Interrupt the players to steal the spotlight and make a
move
- Make an additional GM move
- Use an adversary's Fear Feature
- Use an environment's Fear Feature
- Add an adversary's Experience to a roll
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The dramatic tension of a scene correlates with the amount of
Fear you spend during it. For guidance on how much Fear you
should spend in a scene, consult the following table:
Incidental Acatch-up between PCs
after an emotionally charged
scene; gathering information;
resupplying at a local market;
resting during downtime.
0-1 Fear
Minor Atravel sequence; a minor
skirmish that introduces new
foes or signals future trouble.
1-3 Fear
Standard Asubstantial battle with a
notable objective; perilous
travel that tests might and
wit; a tense social encounter
seeking crucial information
or aid.
2-4 Fear
Major Alarge battle with a Solo
or Leader adversary; a
character-defining scene
with a significant change to
a character's personal story
(such as revelation, growth,
and betrayal).
4-8 Fear
Climactic Amajor confrontation with
the villain of a story arc;
an epic set piece battle; a
judicial duel to determine an
important NPC's fate.
6-12 Fear
If you find yourself with a large amount of Fear, consider:
- Spending Fast: Spend Fear before the players have a
chance to react
- Spending Often: Spend Fear every time the spotlight
swings to you
- Spending Big: Spend Fear to make multiple moves in a row
Spending Fear to make a move communicates the increased
impact of your action. Fear moves often include one or more
of these elements:
- Introducing new adversaries to a scene when their
appearance hasn't been foreshadowed or lacks context.
- An adversary activating a powerful spell or transformation
to deal massive damage or boost their capabilities.
- An environment exerting a strong negative effect on the
party.

Difficulty Benchmarks

The Difficulty of an attack roll against an adversary is equal
to the adversary's Difficulty score. The Difficulty of any other
action rolls against an adversary is equal to the adversary's
Difficulty score, plus (if applicable) the value of one of the
adversary relevant Experience modifiers.
When a player makes an action roll without a specified
Difficulty, the GM sets the Difficulty according to the totality
of the circumstances. Refer to the following benchmark table
for more guidance:

AGILITYroll sprint leap Maneuver
5 Sprint within Close range across an
open field with an enemy present.
Make a running jump of half your height
(about 3 feet for a human).
Walk slowly across a narrow beam.
10 Sprint within Far range across an open
field with an enemy present.
Make a running jump of your height
(about 6 feet for a human).
Walk quickly across a narrow beam.
15 Sprint within Close range across
rough terrain with an enemy present.
Make a running jump of double your
height (about 12 feet for a human).
Run across a narrow beam.
20 Sprint within Close range through an
active battle of multiple enemies.
Make a running jump of three times your
height (about 18 feet for a human).
Run across a narrow beam in heavy
wind.
25 Sprint within Far range through a
pitched battle in rough terrain.
Make a running jump of five times your
height (about 30 feet for a human).
Run across a very narrow beam in
an active rainstorm.
30 Sprint across the heads of your
enemies in a pitched battle.
Make a running jump of ten times your
height (about 60 feet for a human).
Run across an inch-wide, oil-slicked
beam in an active rainstorm.
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STRENGTHroll lift smash grapple
5 Lift a chair. Destroy a glass cup. Subdue a child.
10 Lift a table or small chest. Destroy a small wooden table. Subdue a weak adult.
15 Lift a grown person or large chest. Break through a wooden door. Subdue an average adult.
20 Lift the side of a laden cart or carry a
large chest up stairs.
Break through a stone wall. Subdue a skilled wrestler.
25 Lift a horse, an ox, or a large monster. Break through a dragon's teeth. Subdue a large beast.
30 Lift a falling portcullis gate. Break a god's grip. Subdue a legendary beast.
FINESSEroll control hide tinker
5 Ride a horse through easy terrain. Evade notice under full cover on a
moonless night.
Open a sticky lock with the
appropriate key.
10 Drive an ox-pulled cart. Evade notice in limited cover on a
moonless night.
Open a simple puzzle box.
15 Ride a horse through rough terrain. Evade notice in limited cover on an
average night.
Disable a standard trap.
20 Drive a cart through rough terrain. Evade notice in the shadows on an
average night.
Disable a complicated trap.
25 Ride a wild horse through dangerous
terrain.
Evade notice with minimal cover in
ample light.
Open a door secured by a sequence
of elaborate locks.
30 Ride an enraged beast through
dangerous terrain.
Evade notice with no cover in full
daylight.
Disable an incredibly sensitive and
deadly trap.
INSTINCTroll perceive sense na vigate
5 Hear a loud noise twenty paces away. Detect an obvious ambush or notice an
obvious deception.
Follow a well-trod path in good
lighting and weather.
10 Hear a speaking voice fifty paces
away.
Detect a looming threat or notice an
average person's lies.
Follow an average path in good
lighting and weather.
15 Hear someone walking in the woods
fifty paces away.
Detect hostile intent from a foe or see
through a merchant's lies.
Follow a subtle path through rough
conditions.
20 Hear someone sneaking through the
woods fifty paces away.
Detect a politician's veiled hostility or
detect a nearby assassin.
Follow a subtle path through harsh
conditions.
25 Hear a prowling animal fifty paces
away.
Identify a spymaster's plot or read a
politican's true intentions.
Find your way with no path through
dangerous conditions.
30 Hear a diving bird a hundred paces
away.
Sense a shred of doubt within a god's
pronouncement.
Find your way through a trickery
god's maze.
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PRESENCEroll charm perform deceive
5 Win the trust of a friendly neighbor. Earn a meal from a friendly crowd. Trick a trusting acquaintance.
10 Win the trust of a friendly stranger. Earn room and board in a small town or
impress a small crowd.
Trick an average stranger.
15 Win the trust of a cautious stranger or
talk your way into a noble's party.
Earn room and board in a low-end
tavern or impress a large crowd.
Trick an average merchant.
20 Win the trust of a sympathetic foe or
talk your way into an enemy's party.
Earn lodging in a high-end tavern or
impress a full theater.
Trick a trained courtier.
25 Turn an enemy against their ruler or
talk your way into a fae court.
Earn your keep in a royal court or
impress a full colosseum.
Trick a spymaster.
30 Talk a hostile god into granting you a
boon.
Save yourself from execution after
offending the queen.
Trick a god.
KNOWLEDGEroll recall anal yze comprehend
5 Recall uncommon facts about your
community.
Unpack an obvious metaphor in a simple
text.
Learn simple skills from an excellent
teacher.
10 Recall uncommon facts about a
neighboring community.
Identify obvious subtext in a
conversation.
Learn simple skills from an average
teacher.
15 Recall uncommon facts about a
distant community.
Break an average cipher in a coded
message.
Learn complicated skills from an
excellent teacher.
20 Recall specialized facts about a
distant community.
Identify a weakness in a complicated
battle plan.
Learn complicated skills under poor
conditions.
25 Recall specialized facts about a fallen
kingdom.
Predict the downfall of a nation based
on concealed misdeeds.
Learn complicated skills quickly
under dangerous conditions.
30 Recall secret information about an
obscure historical group.
Identify the weakness in a divine
champion's fighting form.
Learn complicated skills quickly
from incomplete information.

Giving Advantage And

Disadvantage

T o viscerally convey how a PC's actions or circumstances
affect their ability to act, grant them advantage (or impose
disadvantage) instead of adjusting the Difficulty of an action
roll.

Adversary Action Rolls

By default, adversaries don't normally make action rolls except
for attack rolls and any unique actions described in their
stat blocks. Any other action an adversary attempts simply
succeeds without an action roll; if you want an adversary's
action to have a chance of failure, have any relevant PCs make
reaction rolls instead.
However, for especially dramatic or difficult tasks that the
PCs can't influence, you can give an adversary an action roll
anyway. For an adversary's action roll, roll a d20. If the result
is equal to or greater than the action's Difficulty, the action
succeeds - otherwise it fails. You can spend a Fear before
rolling to add a relevant Experience from the adversary's stat
block to the total. Use the same procedure when an adversary
makes a reaction roll.

Adversary Advantage & Disadvantage

If an adversary has advantage on an action roll, the GM rolls
an extra d20 and counts only the higher result. If an adversary
has disadvantage on an action roll, the GM rolls an extra d20
and counts only the lower result.

Adversary Attacks

When an adversary attacks a PC, the GM rolls a d20 and adds
the adversary's Attack Modifier to the result. If the total meets
or beats the target's Evasion, the attack succeeds; otherwise,
it fails. Before rolling, the GM can grant the attacking
adversary advantage, impose disadvantage, or spend a Fear to
add a relevant Experience from the adversary's stat block to
the total.
On a success, the adversary deals the damage listed in their
stat block to the target.
When an adversary's action lets the GM make an attack
against multiple targets, they make one attack roll and
compare it to each target's Evasion separately.
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Countdowns

Countdowns represent a period of time or series of events
preceding a future effect. Acountdown begins at a starting
value. When a countdown advances, it's reduced by 1. The
countdown's effect is triggered when the countdown reaches
0.
Note: You can track countdowns by "spinning down" dice or
ticking off boxes.
Standard countdowns advance every time a player makes an
action roll. If an adversary or environment ability refers to a
"Countdown [n]," then it means a standard countdown with a
starting value of n.
Dynamic countdowns advance by up to 3 depending on
the outcomes of action rolls. Consequence countdowns
are dynamic countdowns to negative effects. Progress
countdowns are dynamic countdowns to positive effects.
Dynamic countdowns advance according to this chart:

Dynamic Countdown

Adv Ancement

Roll Result Progress
Advancement
Consequence
Advancement
Failure with Fear No advancement Tick down 3
Failure with Hope No advancement Tick down 2
Success with Fear Tick down 1 Tick down 1
Success with
Hope
Tick down 2 No advancement
Critical Success Tick down 3 No advancement

Advanced Countdown

Features

  • Countdowns with randomized starting values
  • Loop countdowns that reset to their starting value after
    their countdown effect is triggered.
  • Increasing countdowns that increase their starting value
    by 1 every time they loop.
  • Decreasing countdowns that decrease their starting value
    by 1 every time they loop.
  • Linked progress and consequence countdowns that
    simultaneously advance according to the same action roll
    outcomes.
  • Long-term countdowns that advance after rests instead
    of action rolls.

Giving Out Gold,

Equipment, and Loot

It's up to you and your players how much importance you want
to place on gold, equipment, and loot in your campaign.
Adjust the availability and utility of wealth and equipment to
reflect the tone, themes, and setting of your campaign.
If you don't wish to track gold, then when PCs go shopping for
new items let them pick one or two from a short, preselected
list that aligns with your campaign setting and the party's
current location.
Otherwise, set the prices of goods and services by adjusting
the entries in the Average Costs table to reflect your campaign
setting:
Meals for a party of adventurers per
night
1 Handful
Standard inn room per night 1 Handful
Luxury inn room per night 1 Bag
Carriage ride 2 Handfuls
Mount (horse, mule, etc.) 3 Bags
Specialized tools 3 Handfuls
Fine clothing 3 Handfuls
Luxury clothing 1 Bag
Tier 1 equipment (weapons, armor) 1-5 Handfuls
Tier 2 equipment (weapons, armor) 1-2 Bags
Tier 3 equipment (weapons, armor) 5-10 Bags
Tier 4 equipment (weapons, armor) 1-2 Chests

Running GM NPCs

When you run NPCs as the GM, you should always strive to
follow your GM principles and use them to bring the world to
life. Differentiate NPCs with unique manners of speech and
action; let their individual goals and desires motivate their
actions.
The only essential elements for a NPC are their name,
description, and motive. If it's likely that the PCs will roll
actions against them, give them a Difficulty. Adversaries
can be invented or improvised by modifying the stat block of
another adversary.
If an NPC becomes an ally in combat, they don't need a stat
block - just put the spotlight on what they do and show how
their involvement alters the fiction. If a PC capitalizes on their
help during the scene, give the PC advantage. NPCs that don't
have Hit Points or Stress can still be injured or killed if the
fiction demands it.
If you want an important NPC to mechanically interact with
the system, you can give them one or more features with
specific triggers and effects. An NPC might also have a choice
that adjusts the parameters of their feature. For example:

Arcane Hold

Choice: When the battle begins, choose a favored PC.
Trigger: The first time during a battle the favored PC is
within Close range and hit with an attack.
Effect: Make an attack roll with a +6 modifier against
the adversary. On a success, the target is temporarily
Restrained by tendrils of powerful magic.
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NPC Feature Examples

Volley of Arrows

Trigger: Abattle begins and this NPC is involved.
Effect: Activate a countdown (Loop 3). It ticks down when
a PC misses an attack. When it triggers, this NPC releases
a volley of arrows at a target of the PCs' choice, dealing
2d8+3 physical damage.

Mentor

Choice: When the battle begins, choose a protégé PC.
Trigger: Your protégé is within Close range and fails an
attack roll.
Effect: Move into Melee range with the PC and give them
advice or guidance. The next attack roll they make has
advantage.

Regroup

Choice: When a battle begins, choose a point within Far
range.
Trigger: All PCs have marked all of their Armor Slots.
Effect: Teleport all PCs and this NPC to the chosen spot
and clear an Armor Slot on each target.

Into the Night

Trigger: The PCs start a long rest with this NPC.
Effect: Roll 1d4. On a 2 or less, this NPC steals 1 handful
of gold from the party while they are sleeping, then
disappears into the night.

Optional GM Mechanics

Fate Rolls

When the GM wants to leave an outcome entirely up to
chance, they call for a fate roll. The GM establishes what's at
stake and how the roll will be interpreted. Then a player rolls
one of their Duality Dice and interprets the result.
Examples:
"Roll your Fear Die. On a 4 or lower, the fire spreads beyond
this house."
"Ithink it's really up to chance whether reinforcements will
make it to you in time. Go ahead and roll your Fear Die -
that'll determine the starting size of the countdown. When
that triggers, reinforcements will arrive in your Far range."
"Go ahead and roll your Hope Die to see how big the crowd
at the inn is tonight. The higher the roll, the bigger the
crowd."
"Make a roll using your Hope Die to determine the number
of Stamina Potions the shop has in stock."

Falling and Collision Damage

If a character falls to the ground, you can use the following as
a guide to determine the damage they take:
- Afall from Very Close range deals 1d10+3 physical
damage.
- Afall from Close range deals 1d20+5 physical damage.
- Afall from Far or Very Far range deals 1d100+15 physical
damage, or death at the GM's discretion.
If a character collides with an object or another character at a
dangerous speed, they take 1d20+5 direct physical damage.

Moving and Fighting Underwater

By default, attack rolls made while the attacker is underwater
have disadvantage.
For creatures that can't breathe underwater, use a standard
countdown (3) to track how long they can hold their breath.
Advance the countdown whenever the PC takes an action. In
addition if they fail a roll or roll with Fear while underwater,
you can spend your GM move to advance it an additional
time - or twice, if they rolled a failure with Fear.
Once the countdown ends, the underwater PC must mark a
Stress whenever they take an action.

Conflict Between PCs

Sometimes a player might want their character to act against
another PC in the scene. Before jumping to rolling dice,
discuss the situation with both players to decide how to
resolve the conflict. Aroll might not be necessary to reach
an outcome - but if rolling will be fun for everyone involved,
come to a consensus on the terms of the roll, then facilitate
the scene according to the results.
On an attack roll against a PC, the attacker rolls against the
defender's Evasion, just like an adversary. On any other kind
of action roll, the instigator makes an action roll and the target
makes a reaction roll. T o succeed, the instigator must beat a
Difficulty equal to the total value of the reaction roll.
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