Additional GM Guidance and the Witherwild Campaign Frame¶
Source
Daggerheart System Reference Document 2.0, PDF pages 183–189. 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.
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Additional Gm¶
Guidance¶
This section provides additional guidance for preparing and
running a session of Daggerheart.
Story Beats¶
In storytelling, a beat is a moment that changes the trajectory
of the narrative - a shift in the world, a significant action or
reaction, an emotional revelation, or an important decision.
Take turns with the players, narrating a beat and then letting
them react and carry the scene forward with their own beats.
When preparing for a session, plan in terms of the moments
that give shape to each scene or sequence, rather than pre-
scripting specific details or exchanges.
Preparing Combat¶
Encounters¶
Build the hurdles the PCs face around the question of "What
helps tell the story?" Enemies, environments, and hazards are
the tools for heightening tension and creating drama. Ensure
that combat is being used to give players more information
about the unfolding story, revealing the world, the plot, or the
characters.
Battles and Narrative¶
Dynamic battles create suspense by forcing players to choose
between their various objectives, engaging their character's
motivations and weaknesses, and creating the crucible that
the players use to forge their characters into legendary
heroes. When preparing combat encounters:
- Consider the narrative function of the battle
- Base adversaries' moves on their motives
- Use dynamic environments to bring the battleground to
life
- Add enemies that can interact with the PCs' features and
special abilities
Session Rewards¶
Reward players at the end of a session with:
- Useful information
- Story hooks
- Loot
- Gold
- Access to new equipment or enhancements
Crafting Scenes¶
Whenever you start a session, arrive at a new place, or change
the situation, tell the players what they need to know by
thinking with all of your senses and sharing something unique
or unexpected about the fiction.
Engaging Your Players¶
Keep your players engaged by:
- Rotating the Focus between the PCs
- Tying Together Story Elements
- Engaging Quiet Players
- Using Visual Aids
- Encouraging Unguided Play
- Confronting the PCs with internal and external conflicts
- Raise the Stakes by Spending Fear
- Layering Goals Other than Attrition into Combat (see Table
of Random Objectives on the next page)
1d12 Objective
1 Acquire (obtain or steal) an important item or
items.
2 Capture one or more of the opponents.
3 Activate a magical device.
4 Frame a character or tarnish their reputation.
5 Drive the opponent into a corner or ambush point.
6 Stop a magical ritual, legal ceremony, or time-
sensitive spell.
7 Hold the line - keep the enemy from reaching a
specific area or group.
8 Plant evidence or a tracking device on a target.
9 Secure a specific location ahead of another group's
arrival.
10 Harass the opponent to deplete their resources or
keep them occupied.
11 Destroy a piece of architecture, a statue, a shrine,
or a weapon.
12 Investigate a situation to confirm or deny existing
information.
Phased Battles¶
Make battles by shifting the nature of its enemies or
environment mid-combat:
- Change the Terms of Engagement
- Alter the Environment
- Evolve the Opposition
Using Downtime¶
Use downtime scenes as 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.
Ask the players what it looks like as they tend to their wounds
or unwind together, encouraging them to take the reins and
work with other players whose characters are involved
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Projects During Downtime¶
The Work on a Project downtime move requires more GM
input than other downtime moves and is best suited for long-
term endeavors the PCs wish to undertake.
These projects are typically tracked using a Progress
Countdown. When deciding the starting value of the
countdown, consider the complexity of the project, the
availability of relevant tools, and the impact of the project on
the story.
Simple projects advance their countdown each time a player
uses the Work on a Project move, but complex projects
require a roll.
Extended Downtime¶
When you fast-forward the story across an extended period,
use montages to illustrate the passage of time. You gain
1d6 Fear per PC and advance any long-term countdowns as
appropriate.
Campaign Frames¶
Acampaign frame provides inspiration, tools, and mechanics
to support a particular type of story at the table.
Every campaign frame has a complexity rating that indicates
how much its mechanics deviate from or expand upon the
Daggerheart core ruleset.
Each campaign frame includes the following sections.
- Apitch to present to players
- Suggestions and guidance on tone, feel, themes, and
touchstones
- An overview of the campaign's background
- Guidance for fitting communities, ancestries, and classes
into the setting
- Principles for players and GMs to focus on during the
campaign
- Unique setting distinctions
- An inciting incident to launch the campaign
- Special mechanics to use during the campaign
- Questions to consider during session zero
You can find each campaign frame map in the appendix of
the core rulebook or at www.daggerheart.com/downloads.
The Witherwild
When an invading nation attacks an ancient
forest deity, a virulent overgrowth spreads
throughout the land.
Designed by Carlos Cisco, Rowan Hall, & Spenser Starke
Complexity Rating: -¶
The Pitch¶
Read this section to your players to introduce them to the
campaign.
Fanewick was once a place of great abundance and
peace - dangerous to those unfamiliar with the land, but a
cornucopia to those who respected its ways. When Haven
invaded the wilds and forced the land into eternal spring, a
dangerous bloom known as the Witherwild took hold and
now threatens the lives of all who live there. In a Witherwild
campaign, you'll play unlikely heroes from humble
beginnings who are reckoning with their newfound duty to
save Fanewick's people from dangerous corruption.
Tone & Feel¶
Adventurous, Dynamic, Epic, Heroic, Thrilling, Uncanny,
Whimsical
Themes¶
Cultural Clash, Ends Justify Means, Grief, People vs.
Nature, Transformation and Change, Survival
Touchstones¶
Princess Mononoke, The Legend of Zelda, The Dark Crystal,
Nausicaä of the Valley of the Wind
Overview¶
If your group decides to play this campaign, give your players the
following information before character creation.
Fanewick is a wild and untamed land, long avoided by outside
forces. The woods are dark and twisting, filled with Faint
Divinities who perform small miracles and services for its
inhabitants, but are just as likely to lure travelers off narrow
paths to their ruin. Seemingly harmless expanses of field hide
bogs that engulf entire armies, consuming heavy artillery as
quickly as it can cross the border. This wilderness fosters
hardy people who are bold enough to raise families where
others have not and strictly follow the unique rules that keep
them safe. These Wicklings remained insulated from their
neighbors' wars until plague forced the people of Haven to
desperate acts.
Haven was once the most powerful force in the region; for
centuries, the high stone walls into the capital bore the phrase
"The Godless Gate." While the original meaning has been
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lost to common knowledge, some dusty tomes and ancient
records state that the founders of Haven wished to be free
of the influence of the Faint Divinities that dominated the
surrounding regions. They hatched a plan to kill one of the
mightiest of these deities, known as Shun'Aush the Granite
Ophid. While their exact method of deicide is forgotten, their
victory ensured Haven's dominance in the region for centuries
to come. They made their home behind his remains, which
became the mighty walls that Haven is known for.
But Shun'Aush would have his revenge. As the Havenites
carved through his stone body, the fine dust left behind
settled into the surrounding earth. There was a time of
prosperity over many centuries while the scales of the god
remained undisturbed. But progress is its own pressure. The
growing population demanded increased productivity, and
as farmers tilled deeper soil and miners hacked into hidden
stone, the ancient stone dust rose to the surface. The same
walls that brought the city security became the crucible that
incubated a virulent plague.
Over the last two years, over half of Haven's populace fell to a
disease known as the Serpent's Sickness. First, victims cough
up dust. Soon after, their skin breaks out in a scaling rash.
Finally, their body hardens - first the flesh, bones, and soft
tissue, spreading until, finally, their organs ossify. Once within
the organs, "the serpent" moves so quickly that sufferers
petrify where they stand, filling Haven with statues of victims
in their last moments of agony.
The High Magus of Haven, Archmage Phylax, discovered a
rare red flower called the crimson lady's veil that could cure
the Serpent's Sickness. These buds grow prolifically across
Fanewick in the spring - but for every ten thousand of the
common white-petaled blossoms, only one red flower blooms.
Desperate to save their people from the plague, Haven
invaded Fanewick to amass the scarce red buds. Their forces
plunged into the deep wood and, under the guidance of
Archmage Phylax, plucked out the Reaping Eye from the most
powerful Faint Divinity that protected the land: The Great
Owl Nikta, the Shepherd of the Seasons. The Shepherd kept
Fanewick in balance by turning her eyes upon the land, first
for ripening, then ruination. Thus Nikta maintained the cycle
of seasons - of growth and decay, of death and rebirth. With
her Reaping Eye removed, Nikta can only watch over Fanewick
with the Sowing Eye, forcing the land into everlasting spring.
In the year since, Haven has conquered the bogs, turning them
into fields to harvest red flowers. The endless growth that
once seemed like a gift quickly evolved into a scourge known
as the Witherwild - Fanewick's flora and fauna flourished,
unchecked and uncontrolled. Animals swell to massive size;
trees warp, twist, and begin to hunt people; and vines creep
along the forest floor, strangling all they touch. This explosive
growth is unconquerable and unrelenting, with no force able
to stop the burgeoning verdance for long.
Prior to the Serpent's Sickness and the Shepherd's endless
growth, your party lived a peaceful life in Fanewick or a life of
toil and conquest in Haven. But when the danger demands a
response, even the unprepared - and unwilling - must make
a stand.
Communities¶
All communities are available, but some have unique aspects
within a Witherwild campaign. As needed, provide the following
information to your players and choose one or more of the
questions to ask them during your session zero.
Loreborne and Highborne¶
In Fanewick, knowledge is the most valuable commodity, and
those who have expertise have the most power. This economy
of information functions primarily through gifting and trading,
and wisdom would be considered acceptable collateral for
a weapon or warm meal. As such, loreborne community
members are the wealthiest in Fanewick and might be smaller,
distinct groups of hunters, historians, or artisans within larger
villages.
What knowledge did your community teach you that you
must now protect or share?
What are you able to accomplish because of your upbringing
that others outside your community do not understand?
You once traded important knowledge for something terrible.
What did you impart and what did you gain in return?
In Haven, the wealthiest members are highborne, having
inherited riches built in the walled city over generations.
While the highborne of Haven were more insulated from the
Serpent's Sickness, none were immune.
Who have you lost to the Serpent's Sickness? How did it
affect you?
How did your family make their wealth? Have you rejected
or embraced their core set of ethics?
You grew up in a world of abundance but were kept from
learning something about the world. What was this
knowledge and when did you discover it?
Ridgeborne, Underborne,¶
And Wildborne¶
Characters from these communities were likely raised in
Fanewick's deadly environs, which have only become more
dangerous as the Witherwild grows. Each community has
unique customs, some freely shared and others kept secret,
that allow them safe passage through dangerous terrain and
the Faint Divinities' territories.
In exchange for protection from the Witherwild for themselves
and their families, some Wicklings from these groups have
been forced to take jobs as farmers in Haven's flower fields.
Though it is backbreaking work performed for a nation
destroying their land, the farmers are offered safety by the
Haven fires that burn back the ever-creeping Witherwild.
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What Faint Divinities do you give tribute to, and how have
you been rewarded in kind?
You displeased a god of Fanewick. What did you do, and
what misfortune befell you or a loved one?
You fled the place of your birth. What circumstances drove
you to leave?
Orderborne¶
Players might choose to build orderborne characters if they
want to play current or former members of the Haven Army
that invaded Fanewick. Though the army brings violence into
this land, they also carry overwhelming grief for a homeland
succumbing to disease.
What regrets do you carry with you from your conquest of
foreign soil?
What kindness did an enemy combatant bestow upon you
in an hour of need? How did this change your view of the
people of Fanewick?
You were charged with planting a rumor in a Fanewick
community. What is the rumor, and do you plan to carry
out this mission?
Slyborne¶
As the Haven Army is the current martial power in Fanewick,
those who wish to play slyborne characters might come
from Fanewick rebel groups seeking to expel the invading
forces from their lands. Depending on the tactics their group
employs, a character from a slyborne community might align
with or go against their upbringing.
Who among the Haven Army do you wish to exact revenge
upon and why?
You joined an insurgent group working to free this land
from Haven's grasp. What has given you doubts about the
leadership's methods?
Someone you love is a member of the Haven Army. How
have you used your position in the rebellion to protect them?
Seaborne¶
Both Fanewick and Haven have a coastal border. The majority
of Fanewick's seaborne communities live in small seaside
groups and focus on local travel to neighboring regions, while
Havenites tend to live in large ports that ship and receive
goods from distant lands.
You recently traveled by sea over a vast distance. What
went terribly wrong on that passage, and how has it
changed you?
Growing up on the sea taught you a skill few have. What did
you learn, and how did it save your life?
You used to sail with a companion. Who were they, and
how do you remain connected?
Wanderborne¶
Wanderborne communities can be found in both Fanewick and
Haven, though safe travel has been severely restricted due to
the military occupation and the expansion of the Witherwild.
Whether a wanderborne character comes from Fanewick,
Haven, or elsewhere, the player should determine their
character's personal views on the invasion of Fanewick, and
how that aligns or departs from their community's views.
What do you do to keep your small community safe,
independent, and hidden from Haven's forces?
Because of your community's transience, you have loved
ones in both Fanewick and Haven. How has this affected
your relationship with the invasion?
Your community travels to protect something. What is it,
and why does it keep you from settling down?
Ancestries¶
All ancestries are available, but some have unique aspects
within a Witherwild campaign. As needed, provide the following
information to your players.
Clanks¶
Clanks from Haven are commonly made from iron and steel,
while clanks from Fanewick are typically constructed from
wood and stone.
Fungril¶
Since the Witherwild spread throughout Fanewick, some
fungril inhabiting the forests have grown noticeably larger than
fungril from other regions.
Drakona, Fauns, Firbolgs, and Infernis¶
After the Witherwild corrupted Fanewick, some drakona,
fauns, firbolgs, and infernis have noticed their horns growing
faster and longer.
Galapa and Ribbets¶
Many families of galapa and ribbets who lived in the bogs of
Fanewick were displaced when Haven's army invaded.
Havenites and the Serpent's Sickness
Anyone, but especially those from Haven, may carry the
Serpent's Sickness, which stiffens their movements and gives
them limited time to survive without a cure.
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Classes¶
All classes are available, but some have unique aspects within
a Witherwild campaign. As needed, provide the following
information to your players.
Druids, Rangers, and Sorcerers
Druids, rangers, and sorcerers are commonly found
throughout Fanewick. If players choose one of these classes,
they should consider how their character's connection to the
natural world might be impacted by the Witherwild.
Warriors and Wizards¶
Warriors and wizards are prevalent in Haven. Alarge wizarding
school in Haven teaches fighters and healers, and the Haven
Army is largely composed of warriors and School of War
wizards. If a PC is either of these classes, consider their
personal relationship to the Haven Army.
Vengeance Guardian¶
Many Wicklings who seek revenge on Haven or to expel them
from Fanewick become Vengeance guardians. If players
choose this subclass, they should consider what ideals or
institutions their character protects.
Syndicate Rogue¶
The Haven Army sends spies into Fanewick communities to
gain information on planned attacks and manipulate public
perception. When selecting the Syndicate rogue subclass,
players should consider how their character might be
connected to or impacted by these covert operatives.
Player Principles¶
If your group decides to play this campaign, give your players the
following information before character creation.
Make the Invasion Personal¶
Consider how Haven's invasion of Fanewick deeply impacts
your character. Let these details inform what they want and
what they're willing to do to get it. Everyone has lost a loved
one to the Witherwild or the Serpent's Sickness, and more
are dying by the day. Consider how the growing conflict
caused your character to act in ways they aren't proud of,
or transformed personal truths they once believed were
unshakable.
Treat Death with Importance¶
Taking a life should not be done without consideration,
desperation, and consequences. As your character journeys,
they should remember those they've lost and those they've
slain, allowing each death to affect their choices in the future.
Embrace Vulnerability¶
Find your character's humanity and showcase it whenever you
can. They should be as vulnerable during quiet moments as
they are vicious during violent ones, opening up to their allies
even if they close themself off to everyone else.
GM Principles¶
Keep the following guidance in mind while you GM this
campaign.
Paint the World in Contrast¶
Subvert expectations by giving space for the nightmarish to
charm and the beautiful to terrify. Give the PCs visions of the
natural beauty of Fanewick that has run roughshod across
the region, breaking the bounds of the bogs and forests and
devastating homes and communities. Show the grim and
ordered life behind Haven's walls, but also show the culture,
art, and progress that has come out of centuries of safety.
Contrast the capricious nature of the Faint Divinities with
the devotion of the Wicklings and Havenites fighting to save
their home. In a place of long nights and days, dual seasons,
and two nations in conflict, look for ways to highlight bold
dualities.
Show Them True Danger¶
Though it may be tragic, bodily harm is not the worst tragedy
that can befall the characters. T o illustrate what's truly at
stake, use the PCs' origins in Fanewick or Haven to show them
what they stand to lose, be it their homes, family, friends,
communities, or even their core truths and beliefs. The events
of this campaign may change, threaten, or destroy these
aspects of their past - when your players create and are
invested in their character's backstory, they have something
to fight for.
Offer Alternatives to Violence¶
By illuminating nonviolent approaches to problem-solving, the
PCs can help break the brutal cycle that binds this world. For
example, showing compassion - rather than swordpoint -
to a corrupted beast can free them from the Witherwild.
Similarly, the conflict between Haven and Fanewick shouldn't
only be solved with blood and blade. What threatens both
could also unify them. Give the PCs opportunities to mend old
wounds, right past wrongs, and heal the rift between Haven
and Fanewick from within.
Create Multidimensional Allies And¶
Adversaries¶
No adversary or ally is all good or all bad, and they each have
multidimensional lives. Even the most congenial ally should
be hiding darkness inside them, hoping their failings will go
undiscovered. Those painted as evil should sometimes do the
right thing, even if it's for the wrong reason. Just because a
PC or NPC is from Haven doesn't make them a villain, and,
conversely, not all the inhabitants of Fanewick are virtuous.
Finding the nuance, complications, and deeper motivations
of the people of Haven and Fanewick will lead to richer
interactions, more complex moral choices, and a deeper sense
of attachment to the world for the players.
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Distinctions¶
Use this information to prepare your campaign. You can also
share it with your players as needed.
The Weeks of Day and Night¶
The day and night cycle occurs weekly, meaning the sun rises
for an entire week before setting into a nighttime of the same
length. This has an impact on everything from agriculture to
trade, as many merchants refuse to travel through the night.
But this cycle doesn't just affect Wicklings, it's dictated how
Fanewick's wondrous ecology has evolved. Days and nights
are accompanied by entirely different natural soundscapes
as Fanewick's nocturnal denizens sleep through the long days
and stalk the woods in times of darkness while their diurnal
counterparts sleep. The plants similarly live on this strange
day-night loop, and many live out their entire life cycles in a
week. Sun rose vines make a thorny ascent to the top of the
tree canopy over the course of the week, only to wilt under the
light of the moon. Conversely, night bloom, a bioluminescent
flower that emits the smell of burnt sugar and decay,
only blossoms when evening falls, illuminating patches of
forest - a godsend to anyone forced to travel in the dark.
The Serpent's Sickness¶
The plague sweeping across Haven spares no one. Since
the initial outbreak, Haven officials have worked tirelessly to
quarantine those in the early stages of the disease, but this
effort has done little to stop its spread. Due to the rarity of
crimson lady's veil, many citizens began to carry or consume
all manner of flowers and snake sheddings in an attempt to
protect or cure themselves.
In the initial stages, victims are afflicted with a hacking cough
laden with dust that resembles powdered bone. Then a scaled
rash erupts across their skin, cracking their flesh in a unique
and painful pattern that resembles a snake's skin. Not long
after, the victims' bodies harden until their organs solidify and
cease to function. The final stages of the Serpent's Sickness is
so quick that many transform into statues where they stand,
leaving all of Haven a cenotaph to a once-great power.
Lady's Veil¶
These small flowers grow in patches of sun throughout
Fanewick. For every ten thousand blossoms of white-petaled
flowers, one blooms a unique and vibrant red. These flowers
have long been used in herbal teas across the region, with the
crimson flowers holding a place in specific ceremonies. Even
so, they were only foraged until the Havenites discovered
crimson lady's veil - the only known cure for Serpent's
Sickness.
Thus, the Haven Army invaded Fanewick and began cultivating
the flowers on massive farms that have overtaken the region's
bogs. Though the theft of the Reaping Eye has created an
indefinite growing season, the red flowers remain just as rare,
and Fanewick is permeated by a sickly sweet smell as the
Haven Army races to mass-produce a cure for the Serpent's
Sickness.
The Witherwild¶
This corruption, empowered by the endless spring, is
spreading throughout Fanewick. Some believe the overgrowth
began in the forest, while others claim it sprang from the
bogs. But no matter its origins, this flourishing malignancy
induces horrific changes and massive growth on anything
it touches, transforming them into Withered beings. Plants
spring to life with a desire to consume all around them.
Animals grow to immense proportions, with onerous
dispositions to match their exaggerated teeth, tusks, and
claws. Even harmless creatures that were once hunted for
food have become dangerous and formidable adversaries.
When a person is corrupted by the Witherwild, either from
a purposeful attack or accidental harm (see the upcoming
"Corruption from the Witherwild" section), they are
transformed. They become a nightmarish hybrid - their body
warped and intertwined with plant or beast. The Witherwild
slowly replaces the personality of its victims with the same
drive to consume exhibited by the rest of the corrupted
Fanewick. Though the Withered may retain a semblance of
who they are for a time, they eventually face the final loss of
their personhood. Some Wicklings believe the Withered are
gifted this power by Nikta's wrath to drive the forces of Haven
from Fanewick and return the Shepherd's Reaping Eye.
The Gods of Fanewick¶
Gods in this land aren't ethereal concepts that exist in another
realm; instead, they wander the land as incarnate beings,
residing in both the natural world as well as within homes and
small villages. As such, they're generally present in Wicklings'
lives. Many communities, and some larger families, even have
their own small god or tutelary spirit who watches over them.
Belief and worship take on a different meaning in Fanewick -
there is a constant push and pull between the goals of people
and their deific neighbors. The gods must curry worship from
mortals, often by performing small miracles, acts of service,
or by testing their resolve with tricks and curses. Mortals
rely on the small blessings from the gods to keep them safe
when traveling and working in Fanewick. The most powerful
and widely acknowledged Faint Divinity is the Shepherd of
Seasons, Nikta, as the loss of her eye had the most recent and
visible impact on everyone in Fanewick.
Fanewick's various divinities each have their own opinion
concerning the Witherwild corruption. While some enjoy
nature's newfound dominance, many of the lesser deities are
wary of how out of balance Fanewick has become. While their
behavior and motives may be inscrutable, these deities are
more accessible than gods who watch from on high.
Fulg, Stacker of Stones: Asmall god who favors tribute in
the form of smooth, stacked river rocks. Under his power,
bivalves and limpets grow abundantly on rocks where they
can be easily harvested. He is largely uninformed about the
problems Fanewick faces, and he prefers it that way.
Hyacynis, They Who Spread Small Blossoms: Afriend of
bees and tiny flowers who has embraced the Witherwild
after seeing their influence and domain swell (literally)
to immense proportions. They're enjoying this rampant
growth and do not see a reason to end it.
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Ikla, the Sky Painter: Ikla's artistic prowess and talent are
unmatched, painting the skies of each weekly sunrise and
sunset over Fanewick in a myriad of scintillating colors.
They could not be lazier the rest of the week, and their
demeanor is exceedingly unpleasant, offended that anyone
would ask a favor of them during their time off.
Oove, the Watcher of the Night Bloom: He is one of the
few local gods who has never been seen, but he is often
heard in the wilds at night, whispering directions to lost
travelers, pointing them to the nearest source of night
bloom. Locals claim he leads those who displease him
or harm nocturnal creatures into dangerous terrain. It's
rumored that he watches over Fanewick nights from his
home on the moon.
Qui'Gar, Whispered Sweetness for a Thorny End: Aquiet
god who presides over the deaths of those who pass in
thorny bushes and briar patches. Traditionally, she doesn't
receive many visitors, but the Witherwild's corruptive
growth has made her job harder and upended her quiet
existence.
Rohkin, the Wandering Horn: Rohkin watches over the
many herds of horned creatures that reside in Fanewick.
In happier times, he preserved the balance of nature
and civilization, preventing overhunting. But since the
corruption of the Witherwild has taken hold, he's seen his
herds change into unrecognizable, dangerous beasts.
These are but a small slice of the hundreds, if not thousands,
of Faint Divinities lurking, relaxing, hunting, and playing
throughout Fanewick.
What Faint Divinities do the PCs acknowledge and pay
tribute to, if any?
How has the Witherwild changed the outlook, personality,
and dispositions of the Faint Divinities the characters
encounter?
Which gods ally themselves with Haven to preserve the
endless spring? Which align with Fanewick?
The Inciting Incident¶
You can use the prompt below to start your campaign, or create
your own.
The Reaping Eye is stowed in a secure vault beneath the
central tower of Haven's wizarding school, seemingly
impossible to recover. Asecretive and dangerous rebel group,
led by a mysterious figure known only as the Fanewraith (she/
her), has hatched a plan to end the curse of the Witherwild:
find the Great Owl, Nikta, and pluck out the Sowing Eye.
While this may solve the immediate problem, the long-term
consequences are not being considered, just as they weren't
when Haven invaded.
Haven's beleaguered spymaster, Kreil Dirn (he/him), is not
a popular person in Haven. He is responsible for rooting out
insurgents, stopping schemes before they have a chance to
start, and keeping a close watch on Haven's internal activities.
Kreil has never agreed - at least not openly - with Archmage
Phylax's (they/them) decision to steal the Reaping Eye, and
the consequences they've all paid for that decision have been
grimly vindicating.
Recently, Kreil uncovered the Fanewraith's plot and is horrified
by the possibility of her success. Knowing he can't send a
troop of Haven soldiers deep into the woods to hunt down and
stop the Fanewraith from stealing the Sowing Eye, Kreil uses
his vast network of informants and spies to find a group of
adventurers who can bring the Fanewraith to swift justice.
The party is sent an invitation from Haven to meet with
Kreil. But is his information correct? Does he have his own
motivation or secret ambition? Whether they come from
Fanewick or Haven, the party must extend some trust to a
person who is equally as dangerous and mercurial as the
"enemy" they pursue. And what will they do when they find the
Fanewraith? Bring her to justice? Side with her? Attempt to
recover the Reaping Eye?
Kreil advises the party to start their hunt for the Fanewraith
in the treetop village of Alula, where he suspects she runs her
operation.
Campaign Mechanics¶
The following mechanics are unique to this campaign.
Corruption From the Witherwild¶
Adversaries and environments in this campaign can gain
an additional type called Withered. When an adversary is
Withered, describe how the Witherwild changed or impacted
how they would normally appear or operate. You also need
about 20 Wither tokens (these can be the same as the tokens
you use for Fear).
Any time a PC takes Severe damage from a Withered
adversary or environment, gain a Wither token and place it
on that PC's character sheet. When you do, the PC must roll
their Fear Die. If they roll equal to or below the number of
Wither tokens on their sheet, they immediately gain a scar and
clear all tokens, describing how the Witherwild changes them
permanently.
At the end of each session, clear all Wither tokens from the
PCs' sheets and gain an equal amount of Fear. If a character
ever dies with Wither tokens on their sheet, their body is
permanently taken over by the Witherwild.
Session Zero Questions¶
Ask any of these questions to your players, or make your own.
What dangerous animal comes out during the week of night
that isn't out during the week of day?
What unique trait (such as appearance, smell, or taste)
does anything tainted by the Witherwild have?
What superstitions does your character or their community
have about traversing Fanewick during the long nights?
Your character has witnessed something beautiful that
came from the Witherwild. What is it and how has it
transformed their view of the corruption?
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Daggerheart SRD