Campaign Frames
Daggerheart Campaigns in Velthuryn
| Campaign Title | Complexity | Levels | Summary |
|---|---|---|---|
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The Violet Marginalia
A tale of ink and oath, where marginal notes can topple kingdoms.
|
● ● ● ● ● | 1–2 | On the eve of Aurenhold's once-a-decade Meridian Flare festival, rising scholar Sage-Errant Liora Quillaris is declared dead of "sun-fever" — but she was murdered to bury evidence of a resonance-ore smuggling ring. The party has 72 hours before a Council vote to expose the conspiracy, or watch Lexharrow's living Canon be rewritten in blood-ink. |
|
The Tide That Remembers
A Daggerheart One-Shot for Velthuryn
|
● ● ● ● ● | 1–2 | A fishing village on the Bangrave coast has gone quiet: the boats return empty and the fisherfolk speak in someone else's words. Beneath the bay, a griefglass reef has cracked open along a submerged Aethergrave fissure, and the sea is dreaming old grief into the water. The party must dive into the flooded ruins of the pre-Concord settlement of Vel Annis and seal the fissure before the village forgets itself entirely. |
|
The Clockmaker's Lament
Climb the Clockspire, or time itself will eat us alive.
|
● ● ● ● ● | 2–4 | Time is unraveling in the seaside town of Brackenmill, where the Clockspire tolls thirteen and the hours devour the living. The party must climb the fractured tower, confront the mad Clockmaker Veyl at its heart, and decide whether to stabilize time, shatter it, or let it die. |
|
Echoes on Frostmourn Isle
A Daggerheart mystery in the frozen north of Gravenreach
|
● ● ● ● ● | 3–5 | Ten strangers, each bearing a secret sin, answer identical summonses to a frozen inquisitorial observatory beyond Gravenreach. There they are accused of mortal crimes by a corrupted Voice of Judgment, and one by one the deaths begin. A locked-island murder mystery of guilt, judgment, and the memory-hoarding cold. |
|
Ashfang Stampede
A High-Impact Pursuit Campaign
|
● ● ● ● ● | 3–6 | An unusually intelligent Ashfang boar matriarch has united multiple herds into a coordinated migration straight down the Ashroad Concourse through the volcanic badlands of Tarkhos Dominion. Simiah Skyband couriers hire the party to track and break the stampede before it reaches Skarov's Spine. |
|
The Cartographer Who Sang Backwards
An itinerant investigation of a hidden hymn scattered across three states
|
● ● ● ● ● | 1–4 | A senior archivist of Aurenhold's Luminous Archive has vanished, leaving a half-burned codex that hums, a map that won't stay drawn, and a letter naming the party. Following Vessa Thrin's research route across Lexharrow, Fleaspark and Gravenreach, they race three covenants for what she found — while the Codex Excisors burn her trail behind them. |
|
The Stormsong Trials
A Velkar Spires crossing that becomes a trial of faith
|
● ● ● ● ● | 1–2 | A rope-bound caravan crossing of the Velkar Spires goes wrong when a resonance storm wakes old vows and frays memory. Sheltering in a hidden monastery whose monks read the storm as judgment, the party must decide what they still hold to when the wind refuses to pass. |
|
The Frost-Wraith of Frostglen Rest
A winter mystery for Thirasil's Snow Quiet Vigil
|
● ● ● ● ● | 2–2 | This year the Snow Quiet Vigil answers back with violence: travelers vanish along the ridge, strange prints mark the snow, and a vast silhouette moves through the blizzards. From the lodge at Frostglen Rest the party tracks a dismissed legend to a frozen chasm, and to whatever the Vigil was meant to keep sleeping. |
|
The Echo Below
A griefglass conspiracy on the Scorval Blight coast
|
● ● ● ● ● | 1–2 | A stolen Resonance Core has vanished into the fog-choked wilds of Scorval Blight, and the coastline has begun to hum. Accused of the theft the moment they set foot in Uled, the party follows sabotage and echo-storms north to Baled, where the mine has grown teeth and the Core waits for its final chord. |
|
Stop The Boomwright!
A Fleaspark Union festival caper in Velthuryn
|
● ● ● ● ● | 1–2 | Brightcrawl's annual Patent Duel is hours away when the judges vanish, tremors shake the plaza, and suspiciously polite impostors start replacing city officials. Every clue points at Grellix “Boomwright” Barmuzzle and a reactor that could turn the Fleaspark Union's shiniest city into an artfully cratered memory. |
|
A Duel at the Edge of the Stormpath
Where vows are tested by wind, lightning, and the courage to choose love
|
● ● ● ● ● | 1–2 | Two rival storm-clans demand a ceremonial duel to settle an old feud yet the chosen champions share a forbidden love. As thunder gathers and the winds remember ancient oaths, the party is drawn in as witnesses, attendants, or quiet interlopers. One sunrise, one ritual, and a choice that could either shatter tradition or forge a new covenant in the sky. |
A tale of ink and oath, where marginal notes can topple kingdoms.
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•
Levels 1–2
Truth vs. Narrative
Power's Paper Trail
Knowledge as Currency
Small Heroes, Big Canon
Unstable Magic
Political intrigue
Murder mystery
On the eve of Aurenhold's once-a-decade Meridian Flare festival, rising scholar Sage-Errant Liora Quillaris is declared dead of "sun-fever" — but she was murdered to bury evidence of a resonance-ore smuggling ring. The party has 72 hours before a Council vote to expose the conspiracy, or watch Lexharrow's living Canon be rewritten in blood-ink.
A Daggerheart One-Shot for Velthuryn
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•
Levels 1–2
Memory & loss
The cost of carrying old grief
What we owe the dead
Community under slow dissolution
A fishing village on the Bangrave coast has gone quiet: the boats return empty and the fisherfolk speak in someone else's words. Beneath the bay, a griefglass reef has cracked open along a submerged Aethergrave fissure, and the sea is dreaming old grief into the water. The party must dive into the flooded ruins of the pre-Concord settlement of Vel Annis and seal the fissure before the village forgets itself entirely.
Climb the Clockspire, or time itself will eat us alive.
●
●
●
●
●
•
Levels 2–4
The unraveling of time
Confronting versions of oneself
Sacrifice and letting go
Grief and obsession
Order versus chaos
The cost of every choice
Time is unraveling in the seaside town of Brackenmill, where the Clockspire tolls thirteen and the hours devour the living. The party must climb the fractured tower, confront the mad Clockmaker Veyl at its heart, and decide whether to stabilize time, shatter it, or let it die.
A Daggerheart mystery in the frozen north of Gravenreach
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●
●
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●
•
Levels 3–5
Judgment Without Warmth
Memory as Ice
The Frozen Scale
The Aurora as Conscience
Guilt and redemption
Locked-island murder mystery
Ten strangers, each bearing a secret sin, answer identical summonses to a frozen inquisitorial observatory beyond Gravenreach. There they are accused of mortal crimes by a corrupted Voice of Judgment, and one by one the deaths begin. A locked-island murder mystery of guilt, judgment, and the memory-hoarding cold.
A High-Impact Pursuit Campaign
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•
Levels 3–6
Pursuit and chase
Moving disaster
Survival against the environment
Political fallout among the Skyband factions
A hidden threat from below
An unusually intelligent Ashfang boar matriarch has united multiple herds into a coordinated migration straight down the Ashroad Concourse through the volcanic badlands of Tarkhos Dominion. Simiah Skyband couriers hire the party to track and break the stampede before it reaches Skarov's Spine.
An itinerant investigation of a hidden hymn scattered across three states
●
●
●
●
●
•
Levels 1–4
Knowledge bureaucracy cannot tolerate
Truth carried as a song, not a sentence
Pursuit and pursuer reversing places
Following another's path until it becomes your own
A senior archivist of Aurenhold's Luminous Archive has vanished, leaving a half-burned codex that hums, a map that won't stay drawn, and a letter naming the party. Following Vessa Thrin's research route across Lexharrow, Fleaspark and Gravenreach, they race three covenants for what she found — while the Codex Excisors burn her trail behind them.
A Velkar Spires crossing that becomes a trial of faith
●
●
●
●
●
•
Levels 1–2
Endurance in the face of nature’s wrath
Faith vs. skepticism
Survival and sacrifice
The danger of zealotry
A rope-bound caravan crossing of the Velkar Spires goes wrong when a resonance storm wakes old vows and frays memory. Sheltering in a hidden monastery whose monks read the storm as judgment, the party must decide what they still hold to when the wind refuses to pass.
A winter mystery for Thirasil's Snow Quiet Vigil
●
●
●
●
●
•
Levels 2–2
The land remembers more than people realize
Ancient traditions and misunderstood spirits
Survival against cold and isolation
Truth hidden beneath superstition and fear
This year the Snow Quiet Vigil answers back with violence: travelers vanish along the ridge, strange prints mark the snow, and a vast silhouette moves through the blizzards. From the lodge at Frostglen Rest the party tracks a dismissed legend to a frozen chasm, and to whatever the Vigil was meant to keep sleeping.
A griefglass conspiracy on the Scorval Blight coast
●
●
●
●
●
•
Levels 1–2
Conspiracy Beneath the Surface
Grief as Power and Weapon
Choices Under Pressure
Community vs. Corruption
A stolen Resonance Core has vanished into the fog-choked wilds of Scorval Blight, and the coastline has begun to hum. Accused of the theft the moment they set foot in Uled, the party follows sabotage and echo-storms north to Baled, where the mine has grown teeth and the Core waits for its final chord.
A Fleaspark Union festival caper in Velthuryn
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●
●
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●
•
Levels 1–2
Innovation vs catastrophe
Creativity as both empowerment and hazard
Pride
ego
Spectacle in a culture that worships invention
Brightcrawl's annual Patent Duel is hours away when the judges vanish, tremors shake the plaza, and suspiciously polite impostors start replacing city officials. Every clue points at Grellix “Boomwright” Barmuzzle and a reactor that could turn the Fleaspark Union's shiniest city into an artfully cratered memory.
Where vows are tested by wind, lightning, and the courage to choose love
●
●
●
●
●
•
Levels 1–2
Forbidden love
honor vs desire
tradition and rupture
public ritual
private truth
sacrifice
Two rival storm-clans demand a ceremonial duel to settle an old feud yet the chosen champions share a forbidden love. As thunder gathers and the winds remember ancient oaths, the party is drawn in as witnesses, attendants, or quiet interlopers. One sunrise, one ritual, and a choice that could either shatter tradition or forge a new covenant in the sky.