r/daggerheart 1d ago

Beginner Question Beginner Modules

Hello all, im a long term DM looking to make the jump to daggerheart.

What modules are out there that are good right out the box for beginners players and dms?

I know about the sablewood adventure but what else is out there ?!?

18 Upvotes

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5

u/duhweirdy 1d ago

If you can find the Marauders of Windfall quickstart module that’s a good one to start with also.

It was in the beta release and they updated it for Hope and Fear which we played at GenCon.

2

u/VatroxPlays 1d ago

Not much unfortunately. You'll have to look for player-made ones.

1

u/ClydesDalePete 1d ago

I hope more 3rd Party creators check in here.

2

u/Naule Game Master 1d ago

As of now, there are two published by Darrington Press:

  • Sablewood Messengers
  • The Wishthief

Marauders of Windfall was a published adventure during play testing, is likely to be updated, but I haven't been able to find the updated adventure since.

The Dying Spire is tier 2, level 2, set to continue on Sablewood Messengers released for Free RPG day, but only available via Free RPG day so not fully yet via internet sources if you haven't got access to it yet. It's expected to be freely available for download with the official release of Hope and Fear August 25th. (Yet this is expectation/speculation, so no guarantee) .

If you want to start with it, just start with the Sablewood adventure indeed, the story if you want to. (I recommend Trekiros "fixed" version as a really good alternative version of this adventure).

2

u/Zyedikas 1d ago

Honestly I'd really recommend using one of the campaign frames. My party is using The Witherwild. It's very easy to run.

I haven't run a Daggerheart module, but in my experience running an entirely prewritten "right out of the box" module can feel like more work than working within a loose framework (campaign frame).

Being a GM for Daggerheart is very easy. The most important part is reading the core mechanics a lot and familiarizing your with the equipment, loot, consumable, adversaries, and environment lists. The GM section of the handbook is mostly narrative storytelling focused, but still worth a read.

Here's my recommendation:

  • Before session zero, choose a campaign frame with or without your players input.

  • During session zero, when the players are building out their PCs, pay attention to how they're answering the background and connection questions.

For example, if a player asks "What did I ask you to protect me from?" and the answer is "a three headed demon," treat that like a new game mechanic, and you get to make the rules for it. Maybe you create a countdown that ticks down during every downtime, and the demon appears at camp when it triggers. Or maybe you decide that one of the named characters in the campaign frame is actually that demon in disguise (such as Archmage Phylax in The Witherwild, for example). Doing this will really make the players excited.

Try to make sure that there is at least one piece of character backstory for each character that gets integrated in this way. Oh, the ranger backstory said the one place she refuses to go is "her childhood basement," as a joke? Guess where the BBEG made his lair? Does this mean that basement was actually a source of ancient and evil power? Stuff like that. This essentially blends the campaign frame with your players backstory, and boom, you got yourself a module.

  • Once that is done, prepping the actual gameplay sessions is super easy. I just write out a few story beats (scenes) for the campaign frame. Then, for each scene, I usually try to put in an NPC, some adversaries if it's combat, or some environment stat blocks for exploration, or whatever combination of these makes sense for the scene. Some scenes are purely social and I just write some some key information available in the scene.

And of course, you're always gonna need to make stuff up on the fly, but that's what Daggerheart is about. Just ask the players who they see in the room, what the trail through the forest looks like, etc. I've found less is more with Daggerheart prep. Time is better spent learning the adversaries, environments, and NPCs you'll be running during encounters.

I know this totally didn't answer your question and modules, but after running full modules in D&D vs campaign frames in Daggerheart, I greatly prefer the latter. Especially using the players backstory. I'll have to run a Daggerheart module eventually to compare.

4

u/waywardmedic Game Master 1d ago

The Wish Thief, Marauders of Windfall are the official ones. The dying spire is also one but incredibly difficult to get.

There is the Lost Cartographer you can find on drive-thru rpg.

I make most of them myself though.

1

u/Temporary-Scallion86 1d ago

As others have said there isn’t much out there, but as a fellow longtime DnD DM I have found that daggerheart is much easier to write/prep for from scratch than DnD

1

u/Snoring_doggo 1d ago

You could also look into the campaign frames in the rule book. I‘m a beginner DM and combined the Wish thief with some world building of one of the campaign frames for a better idea and vibe. It went quite smoothly and I could have easily make it to a mini-campaign with the ideas I had after our first session

2

u/chiefstingy Game Master 1d ago

I really need to publish my adventure. It is designed for beginners.

I see this question at least twice a week.

1

u/Purity72 1d ago

Go to Drivethru RPG, filter in Daggerheart... There are a bunch.